Yeah the control system seems to be universally hated so far, definitely back to the drawing board on that one :)
..okay..so, where I can see complete list of features supported by now? Is there any water reflection/refraction demo, with shaders?? Since Aurora is sitting on the top of the OGRE, is that mean that everything builted by Freeworld3D is ready to use in Aurora, even water features from Freeworld3D??
Check the site for a relatively complete list of features.
I have no idea what you're refering to with FreeWorld3D? Is it abstraction layer to ogre or a plugin? Either way since I've not heard of it it's safe to assume I've not wrapped it.
Here's a early look of the newly wrote game demo code, this time my me. (Damien will be co-writing it with me though, he's just not around at the mo)
..okay..so, where I can see complete list of features supported by now? Is there any water reflection/refraction demo, with shaders?? Since Aurora is sitting on the top of the OGRE, is that mean that everything builted by Freeworld3D is ready to use in Aurora, even water features from Freeworld3D??
Check the site for a relatively complete list of features.
I have no idea what you're refering to with FreeWorld3D? Is it abstraction layer to ogre or a plugin? Either way since I've not heard of it it's safe to assume I've not wrapped it.
Here's a early look of the newly wrote game demo code, this time my me. (Damien will be co-writing it with me though, he's just not around at the mo)
Strict '----------------------------= ' ' Full Metal Conflict 2 : Phoniex ' ' ' Coded by Antony Wells & Damien Sturdy ' ' (c)Kinetic Realities 2006 ' '----------------------------= '---[ Imports ]--- Import "Aurora.bmx" Rem [ Game ] Class :Controls general game settings and initialization End Rem Type TGame 'Free Resources Function FreeResources() VisualLevel.Dispose() ProxyLevel.Dispose() Actors.Dispose() PickUps.Dispose() End Function 'Initialize the game Function Initialize() VisualLevel = TEntityGroup.Create("Level Visuals") ProxyLevel = TEntityGroup.Create("Level Proxies") Actors = TEntityGroup.Create("Actors") PickUps = TEntityGroup.Create("Pick Ups") InitializeOde() End Function 'Initialize the ode wrapper and set up spaces and contact gruops. Function InitializeOde() World = OWorld.Create() Space = OSpace.Create() scenespace = ospace.Create() pickspace:Ospace = Space playerspace:ospace=ospace.Create() Group = OContactGroup.Create() dWorldSetQuickStepNumIterations (world.world,16) World.SetAutoDisable( True ) World.SetGravity( OVector3.Create(0,-1.98,0) ) OOde.SetContactMode( ContactBounce ) Oode.SetContactBounce( 0.8 ) Oode.SetContactFriction( 1 ) todecontroller.Init() End Function 'Initliaze the display window/screen. Function InitDisplay() Display = TDisplay.Create() Display.OpenScreen() cam = TCamera.Create() TGui.Init( Cam ) End Function 'Load a level Function LoadLevel(file:String) TSceneLoader.LoadBest( file ) Display.ShadowMode( Shadows_StencilMod ) End Function '---[ Game Related Globals ] Global Display:TDisplay Global cam:TCamera Global VisualLevel:TEntityGroup Global ProxyLevel:TEntityGroup Global Actors:TEntityGroup Global PickUps:TEntityGroup '---[ Ode related globals ] Global World:OWorld Global Space:OSpace Global SceneSpace:OSpapce Global PickSpace:OSpace Global PlayerSpace:OSpace Global Group:OContactGroup End Type Rem [ App ] Clas Controls and starts the application. End Rem Type TApp 'App entry point. Function Go() TGame.Initialize() TGame.InitDisplay() Repeat Until TInput.KeyDown(Key_Escape) Quit() End Function Function Quit() TGame.FreeResources() End Function End Type Rem Begin the application End Rem TApp.Go()