Ruz,
Entity does not exist. Please describe in detail where you get this error. The demo is flaky because it relies on external files not in the same path as the code. You may have to alter the code to make changes.
jfk,
I'm not certain as to how we will implement AI in a Multiplayer environment. IMHO we should have a basic network core working first. The behavior of the network core will determine wether or not we can use the AI method you propose. I had little experience with the multiplayer network code. Hopefully, someone who has will assist.
'Special Items' should be implemented like any other object. We can either load them in with method I purposed in the Levelloader (b3d, csv, aux) or as you purposed. The engine should have specific code modules (ie door.bb, flares.bb, particle.bb) to manage these items.
One of my major concerns is optimization. We have yet to discuss it. IMHO, optimization should be implemented at the core and can be if we deal with them now. Optimizing later may require major rewrites.
Here are some of my concerns: loading independent geometry, equals more surfaces. Why load in 1000 enemy meshes when 10 is the max visible at any given time. What about Portals and LOD. Some type of Hidden Surface Removal should be included. LOD can be implemented on practically all geometry using the mesh switching technique.
IMHO, the engine will be useless if it does not address these optimization.
Entity does not exist. Please describe in detail where you get this error. The demo is flaky because it relies on external files not in the same path as the code. You may have to alter the code to make changes.
jfk,
I'm not certain as to how we will implement AI in a Multiplayer environment. IMHO we should have a basic network core working first. The behavior of the network core will determine wether or not we can use the AI method you propose. I had little experience with the multiplayer network code. Hopefully, someone who has will assist.
'Special Items' should be implemented like any other object. We can either load them in with method I purposed in the Levelloader (b3d, csv, aux) or as you purposed. The engine should have specific code modules (ie door.bb, flares.bb, particle.bb) to manage these items.
One of my major concerns is optimization. We have yet to discuss it. IMHO, optimization should be implemented at the core and can be if we deal with them now. Optimizing later may require major rewrites.
Here are some of my concerns: loading independent geometry, equals more surfaces. Why load in 1000 enemy meshes when 10 is the max visible at any given time. What about Portals and LOD. Some type of Hidden Surface Removal should be included. LOD can be implemented on practically all geometry using the mesh switching technique.
IMHO, the engine will be useless if it does not address these optimization.