View Full Version : Can you outline upcomming features/Changes?
Michael Hartlef
21-02-2008, 17:55
Hi Petr,
can you tell us a little about which things will most likely get changed/added in the near and middle future
to your TBGL module?
If you can't say anything then I understand fully. But if you can I would like to hear your plans. :)
Thanks
Michael
Petr Schreiber
21-02-2008, 18:29
Hi Mike,
next TBGL will be done for XP only thinBASIC, which brings some advantages.
First thing done will be support for other than BMP and TGA fileformats, internally done using GDIPLUS.
Here are next areas I would like to work on:
Animations
Shadows and advanced postprocessing
Extending M15 definition to support more features, cost less space on HDD
I will also make some kind of poll to see what cards TBGL developers use, and what PCs they target. OpenGL 1.1 is great, but there are newer releases too :)
TBGL now supports some extras already, like anisotropic filtering, safely falling back to trilinear/mipmap when not supported.
I will write more when ready, now I am focusing maximally on making TBGL 0.2.2 reliable, write more scripts for it, and some articles. That is priority #1 now. Of course I am counting with next releases too ;)
Petr
Michael Hartlef
21-02-2008, 18:59
Thanks Petr for the info!
Petr Schreiber
21-02-2008, 19:47
+ of course any realisable user suggestions :)
Regarding the postprocessing - I am playing now "Beyond Good And Evil (http://beyondgoodevil.com/)", it is older game, but with such a great animations and -decent- use of depth of field and others that once I saw it I decided to put this stuff to TBGL :D.
The game itself is awesome too, one of the best I played last time.
Petr
Thanks for the update Petr and good question Mike.
My current studies in c++ are taking me on the road to DirectX for the moment. But as the book I am reading says that what I learn can apply easily to opengl so that is why I am going forward on this path right now.
Also of some importance is that on 3dBuzz last night, under the classes heading a new class appeared for Python Programming. There was no posts yet but I have not checked yet today. But since they have the Houdini Classroom and Houdini like Blender uses Python for scripting. Houdini also has its own language too. Anyways I thought you guys might be interested in this too. So I am posting it here. I will keep you updated about what it turns out to be when I get more info.
Michael Hartlef
22-02-2008, 07:38
I was never able to get the serial number for their free version so I gave up on Houdini.
Mike, Houdini is way overkill for what we want and so far it doesn't really seem geared for making game content.
I am sure it can be used as such, but Blender is so much easier and straightforward for this sort of thing.
I am following along with Houdini in case I ever get back to making short movie clips. But the kind of stuff I make
Blender should be more than enough. I just figured since Houdini was nice enough to offer a free and now $99 version, I would take them up on it.
If you watch the free videos on 3dBuzz Houdini classroom you will see how it works and where its true power is. Look in the supplemental video section in the houdini classroom and it is called the bridge asset. Really something what they did and can do!