diff options
author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
---|---|---|
committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2000-November/000023.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
Initial commit
Diffstat (limited to 'pipermail/nel/2000-November/000023.html')
-rw-r--r-- | pipermail/nel/2000-November/000023.html | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/pipermail/nel/2000-November/000023.html b/pipermail/nel/2000-November/000023.html new file mode 100644 index 00000000..a729cb58 --- /dev/null +++ b/pipermail/nel/2000-November/000023.html @@ -0,0 +1,143 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Greetings! And some questions / comments</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:lecroart%40nevrax.com"> + <LINK REL="Previous" HREF="000022.html"> + <LINK REL="Next" HREF="000025.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Greetings! And some questions / comments</H1> + <B>Vianney Lecroart</B> + <A HREF="mailto:lecroart%40nevrax.com" + TITLE="[Nel] Greetings! And some questions / comments">lecroart@nevrax.com</A><BR> + <I>Mon, 13 Nov 2000 12:37:49 +0100</I> + <P><UL> + <LI> Previous message: <A HREF="000022.html">[Nel] Greetings! And some questions / comments</A></li> + <LI> Next message: <A HREF="000025.html">[Nel] Greetings! And some questions / comments</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#23">[ date ]</a> + <a href="thread.html#23">[ thread ]</a> + <a href="subject.html#23">[ subject ]</a> + <a href="author.html#23">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Hello sal! + +><i> 3) What features/goals are there for the 3d engine? What's being +</I>targeted +><i> (high end/low end hardware)? What rendering APIs? Software mode? +</I> +you can take a look on the nel whitepaper, it explains (briefly) all +features +of the 3d engine (<A HREF="http://www.nevrax.org/docs/doxygen/nel/general.html">http://www.nevrax.org/docs/doxygen/nel/general.html</A>) +that we plan to develop. + +><i> 5) What are the capabilities of the current codebase? +</I> +hum... good question :-) today, the code is not able to do lot of things but +it'll change in few weeks. the misc component contains lot of really cool +tools like serializable system, input events system, internationalization, +math classes, etc... +there's only the skeleton of the 3d engine but, low level layers start to +work +and it'll display polygons in few days :) the low interface font manager is +ready +to display text and we work hardly on tools for the graphics team (but +theses +tools are still private cause of 3ds max sdk). +for the network components, all communication layers are available. +the service based class is ready too and will be extented in the futur. +few services run too, so you can compile our first service executables :) +we'll work on a "client" exectuable to explains how to use nel and +perhaps, display someting :) + +><i> 6) Is development open to outside influence? Or are you following an +</I>><i> internal-only plan, and just opensourcing the results? +</I> +We Want You! :-) of course we hope to work with the free software community. + +><i> 8) Would it be possible to get a brief description of what Nevrax will +</I>use +><i> in the following areas: +</I> +is the whitepaper not enough? ok , we ll add some stuffs on it :) + +><i> - Protocol (UDP? TCP/IP?) +</I> +for now, we only manage TCP/IP and plan to use UDP only the visual effect +like +smooth dead reckoning (the standard dead reckoning will be in TCP/IP for +some +cheating reasons) + +><i> - Mapfile format (Custom? XML? Binary? Database-Driven?) +</I> +we use a generic streamable and serializable system so we don't have any +file format :-) +it's a really powerful system!!! and so easy to manage! + +><i> - Mapfile editors (What existing tools will be used, if +</I>><i> any?) +</I> +we use 3ds max only, and we create plugins for our needs. + +><i> - Model format(s) +</I> +same as mapfile :) + +><i> - Texture format(s) +</I> +we use .dds format for pre-compressed texture format (DXTC*) and +pre-computed mimap. +we also use .tga for normal texture/image :-) + +><i> 9) How the heck do you guys manage to pay a full development team off of +</I>><i> free software? :-) +</I> +we are paid, i can confirm :-) + +><i> Thats about all I have for now. I'm sure more will come up in the +</I>><i> future. You might want to put a few of those in the FAQ, I've noticed its +</I>><i> in need of some fulfilling... and other people may have similair +</I>questions. + +yes, we'll add these questions in the FAQ! + +><i> Anyhow, thanks in advance, and Congratulations and Good Luck in your +</I>><i> efforts. Its a challenging and rewarding goal that we are working +</I>towards. +><i> I look forward to exchanging thoughts and ideas in the near future! +</I> +thanks + +Vianney Lecroart +--- +lead programmer / nevrax.com +icq#: 6870415 +homepage: <A HREF="http://ace.planet-d.net">http://ace.planet-d.net</A> +www.geek.com: GCS/E d- s+++: a-- C+++$ UL++ P- L+++>+$ E+>- W++ N+ o? K- +w++$ O- M- V- PS- PE? Y PGP t 5? X+ R- tv++ b- DI D+ G e++ h+ r-- y? + + + +</pre> + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000022.html">[Nel] Greetings! And some questions / comments</A></li> + <LI> Next message: <A HREF="000025.html">[Nel] Greetings! And some questions / comments</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#23">[ date ]</a> + <a href="thread.html#23">[ thread ]</a> + <a href="subject.html#23">[ subject ]</a> + <a href="author.html#23">[ author ]</a> + </LI> + </UL> +</body></html> |