Greetings to all of those readers who\'ve managed to get here via an article which IMG seems to have written out of the blue.
Sooner or later, I\'d have mentioned it to them myself - preferrably later, as we\'ve got performance issues at the moment, and I\'m having a bit of a difficult time trying to get the MacOS/X port of CrystalSpace to behave differently, despite having added support for several extensions in some in-development tweaks.
Basically, for those readers who get here:
* PlaneShift is a MMORPG in development. Don\'t expect to replace your EverQuest experience tomorrow with PlaneShift; but we\'ve come a long way, baby.
* The Mac version will ONLY RUN ON MAC OS X. Specifically, you\'ll ideally be running 10.2.4.
* Currently, it\'s being tested on a dual processor 500MHz G4 system. A slower system than this is not advised.
* There is support for software rendering in CrystalSpace, but ideally, you\'ll have a high-performance GL-accelerated card; my original testing was on a Radeon MAC edition, but I\'ve since moved to the Radeon 8500 for development.
* There *WILL* be a drag-and-drop-install .app you can install which will run PlaneShift. It *will* be double-click-and-go.
All I\'m waiting on is to solve some of the performance problems to make the game playable; however, keep in mind that support for endianness has *just* been added recently, and that the Mac version is currently one guy - me - working on both CS code and PlaneShift code.
Additional coders would be appreciated. More importantly, anyone who can have a look at the CrystalSpace codebase and figure out what\'s causing some of our performance problems would be much appreciated, as I\'ve tried many things to little avail; first and foremost seems to be that the cost of changing contexts under Apple GL is an order of magnitude more expensive than on our PC counterparts.
In future versions of CrystalSpace, a new, advanced renderer is under construction. This will take some time yet before it can be used within PlaneShift as a replacement for the current CS renderer, but once it does, it will offer a wide range of improvements that will hopefully yield better performance; all performance enhancements I\'m working on now are essentially nothing more than stopgaps, things to give us a step improvement in performance, until that renderer can be completed by the CS project team.
For further information on CrystalSpace, the CrystalSpace Entity Layer, and PlaneShift, please see the following URLs:
http://crystal.sourceforge.net/ - The CrystalSpace rendering engine.
http://cel.sourceforge.net/ - The CrystalSpace entity layer, providing us with our entity representations of in-game objects, and
http://www.planeshift3d.com/ - the PlaneShift homepage, where you\'ll find screenshots and news and information about the upcoming Molecular Blue release.