From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-April/000409.html | 83 ++++++++++++++++++++++++++++++++++++ 1 file changed, 83 insertions(+) create mode 100644 pipermail/nel/2001-April/000409.html (limited to 'pipermail/nel/2001-April/000409.html') diff --git a/pipermail/nel/2001-April/000409.html b/pipermail/nel/2001-April/000409.html new file mode 100644 index 00000000..2e1cae7e --- /dev/null +++ b/pipermail/nel/2001-April/000409.html @@ -0,0 +1,83 @@ + + + + [Nel] NeL Status Update? + + + + + + +

[Nel] NeL Status Update?

+ Dim Segebart + zager@teleaction.com
+ Thu, 19 Apr 2001 14:55:25 +0200 +

+
+ +
E> My game project has gotten to the point where I am ready to start putting the world together, and doing some logic/AI scripting and such.  The problem is, I have no idea how the data structure
+E> works for NeL, and we still have no access to the 3D Studio plugin that NeL needs for it's textures.
+
+E> Is there any way I can get an ETA on that 3DS plugin, and detailed documentation of how to structure the data for my world, so NeL will work with it?
+
+As  I  noted  earlier, IMHO the  best solution for all of us, will be open
+format  of  NeL's  data files and accompanying stuff. In such a case we
+will be free to write converters from our favorite 3D tools XYZ to the NeL
+format. But I  can  predict  changes in format of NeL files to extend the
+current  set  of features. Just like DWG file format was always closed
+to  the  most  of  us and was subject of permanent changes, DXF file format was opened to everyone, so  I'm
+offer  not  too  stick  to  the  current implementation of NeL's binary file
+format,  but just invent some formal data format which will be the same for NeL as DXF
+is for DWG (let's name it NFF - NelFileFormat). In such a case Nevrax team create translator
+from  NFF  to  the  internal representation and the people outside the
+Nevrax  create translator from format XYZ to the NFF. With addition of
+new  features  and  other  format  changes  Nevrax make changes to the
+NFF2INTERNAL  and  we  make changes to the XYZ2NFF As a consequence of
+such  a  decision Nevrax will be free to change internal stuff without
+breaking  users  world's data and users always can store their data in
+some  intermediate  format.  Just imagine the situation. Nevrax add new
+really  cool features to the game and release new internal file format
+with  new  release  of engine. What happen with users worlds which are
+incompatible with new version ? I think you may guess ;)
+But  if  along  with  a  new  version  Nevrax will release a new version of
+converter  NFF2INTERNAL  the  problem  will be solved. This converter takes
+care  about  all internal changes and user's data will be on-line again
+within short period of time.
+
+What's about standard XML as a basement?  :)
+
+-- 
+Dim Segebart
+
+PS.  May  be  I'm  completely  wrong  and  Nevrax  team  has a better
+solution?
+
+
+
+
+ + + +
+

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