Author Topic: CrystalSpace Why?  (Read 2680 times)

DivineLight

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CrystalSpace Why?
« on: April 04, 2005, 02:56:30 am »
Why u ppl have choosen Crystal Space as you\'r engine. It has a steep learning curve and is not very easy to swallow in the beginning.
« Last Edit: August 02, 2005, 03:30:14 pm by DivineLight »
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WizardsRule

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« Reply #1 on: April 04, 2005, 06:11:40 am »
you oviously havent been here long(looks away from left hand column) and unless you want to redo the game yourself then keep such remarks to yourself

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DivineLight

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« Reply #2 on: April 05, 2005, 03:26:37 am »
This question was to acraig and he answered me privately, keep ur comments with u i asked only devs guidance. so u keep ur remarks urself.

This thread better be closed now.
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Ikarsik

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« Reply #3 on: April 07, 2005, 02:15:04 pm »
the reasons for crystal space were outlined somewhere i think, maybe in the wiki.

But yea crystal space could of been used because it was the best open source 3d engine and was still an active project
« Last Edit: April 07, 2005, 02:15:16 pm by Ikarsik »

AryHann

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« Reply #4 on: April 07, 2005, 08:29:01 pm »
I suggest to do private remarks privately (You admitted that it was a message for acraig).

On the other hand, I really don\'t think that Crystal Space has such bad reputation, even if it is certainly not an easy engine to learn, but it offers not only flexibility but also really good support.

Ary
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DivineLight

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« Reply #5 on: April 07, 2005, 08:36:46 pm »
Thanks Ary.

Can anyone close this thread?
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jorrit

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« Reply #6 on: April 07, 2005, 08:41:45 pm »
Quote
Originally posted by DivineLight
Well devs don\'t curse me on this?

But i have a question striking my mind again and again.

Why u ppl have choosen Crystal Space as you\'r engine. It has unfair reputation amongs programmers, it\'s buggy, bloated and it\'s still in beta stages with bugs.


Why do you think it is buggy and bloated? As to it being in beta. PlaneShift is even alpha so that cannot be an issue really.

If you think CS is bloated then you don\'t understand how CS works. CS is a collection of plugins and independent modules. If you watch the total then it may appear like a big and bulky system but it is not due to the modularity of the system.

Quote

i have myself discovered many bugs with it. So is PS a supporter of CrystalSpace linked with the engine?


What bugs did you discover in particular? It would be nice for us to know so that we can fix them.

Greetings,
Project Manager of Crystal Space, CEL, CrystalBlend and Crystal Core. Please support Crystal Space with a donation.

DivineLight

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« Reply #7 on: April 07, 2005, 08:49:02 pm »
I see tearing in polygons many times and while running CS i get areas of black darkness in walktest, sometimes, also all CS related apps, PS and QuidDitch, i tried relight on Walktest but no work.

but when i updated PS that fixed the lightning all apps, including walktest were well lighten.

I am getting CS a bit now, it\'s not that bad, it\'s only fired by DirectX SDK users, which were some of my friends they passed these comments, but i think they were not so true.
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jorrit

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« Reply #8 on: April 07, 2005, 08:50:41 pm »
Quote
Originally posted by DivineLight
I see tearing in polygons many times and while running CS i get areas of black darkness in walktest, sometimes, also all CS related apps, PS and QuidDitch, i tried relight on Walktest but no work.


That sounds more like a problem with your 3D driver then with CS. CS is known to work well on my cards and drivers and no such artifacts occur. Try to make sure you are running the latest drivers for your card.

Greetings,
Project Manager of Crystal Space, CEL, CrystalBlend and Crystal Core. Please support Crystal Space with a donation.

DivineLight

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« Reply #9 on: April 07, 2005, 08:57:38 pm »
Well, i have latest drivers for my card, maybe the problem is because i have not very famous built in Intel Extreme graphics card.

I\'ll think to post artifact images on Bugtracker.

Thanks for staying cool on me Jorrit and Acraig or else this had gone towards another flame thread. Thanks again.
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Dandel

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« Reply #10 on: April 14, 2005, 01:26:12 am »
i can probobly sum this up in a nice sentence.....  so pardon if it is a bit rough.

PlaneShift is a sample MMoRPG for chrystalspace, and thus Planeshift could be used to make many more rpg\'s... it\'s a helpful tool... just think of it this way... if you want to run your own mmorpg planeshift is a good start on a backend to work with... even though samples are not completely done yet, like sample monsters and maps on the db would be nice.

and as for a side note... ChrystalSpace because it\'s plugin oriented is very dynamic in it\'s open ness... i can\'t wait to see chrystalspace have BSP ( similair to the bsp used in unreal and quake ) so that mappers ( level designers) can better optimize certain areas.

jorrit

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« Reply #11 on: April 14, 2005, 06:36:41 am »
Quote
Originally posted by Dandel
i can probobly sum this up in a nice sentence.....  so pardon if it is a bit rough.

PlaneShift is a sample MMoRPG for chrystalspace, and thus Planeshift could be used to make many more rpg\'s... it\'s a helpful tool... just think of it this way... if you want to run your own mmorpg planeshift is a good start on a backend to work with... even though samples are not completely done yet, like sample monsters and maps on the db would be nice.

and as for a side note... ChrystalSpace because it\'s plugin oriented is very dynamic in it\'s open ness... i can\'t wait to see chrystalspace have BSP ( similair to the bsp used in unreal and quake ) so that mappers ( level designers) can better optimize certain areas.


CS will never use BSP for mapping. We have other and better techniques (kdtree). BSP is an old technique. What we will implement at some point in the future is PVS though (Potentially Visible Sets) which are also something like used in Quake. Many people confuse PVS with BSP but they are not related.

Greetings,
Project Manager of Crystal Space, CEL, CrystalBlend and Crystal Core. Please support Crystal Space with a donation.

mcmalakai

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« Reply #12 on: August 02, 2005, 05:04:44 am »
Quote
Originally posted by jorrit
CS will never use BSP for mapping. We have other and better techniques (kdtree).


heh. you mean \"CS will never AGAIN use BSP for mapping\". I remember BSP/octrees in CS five years ago.

-malakai

DivineLight

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« Reply #13 on: August 02, 2005, 03:33:51 pm »
Quote
Originally posted by mcmalakai

heh. you mean \"CS will never AGAIN use BSP for mapping\". I remember BSP/octrees in CS five years ago.

-malakai


Well, 5 years ago was a time to use BSP  :P
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