Outerra Tech Demo download. Help with graphics driver issues
Quote from: MatthewSI know Outerra is OpenGL based and not DirectX. Does OpenGL support hardware instancing of objects such as tree, building and people models? It would seem this is a way populate the world with thousands of objects and still have high FPS.Yes OpenGL supports hardware instancing, it supports every HW feature as DirectX and a few more which are specific for ATI or Nvidia cards. But instancing is not a universal cure, in scenes filled with lots of objects you are still limited to polygon count/vertex count/bandwidth. When you make a barrel with 200 faces and instance it in a scene one thousand times you are still creating scene with 200 000 faces... We are already using HW instancing in Outerra, but under OpenGL it's not such big difference because OpenGL is more effective in this area.
I know Outerra is OpenGL based and not DirectX. Does OpenGL support hardware instancing of objects such as tree, building and people models? It would seem this is a way populate the world with thousands of objects and still have high FPS.
the scripting in gmod is a terrible example of a good system. Yes things like wire and precision alignment are excellent tools but for every 1 good and helpful tool there are literally 1,000 horrible mingy ones. A more complex modding process involving modeling and scripting such as with addons for racing sims would be better as less people are capable of doing it and with less coming out there is more likelyhood of something being inspected and included.
outerra seems to be set to become a great sandbox in the way minecraft works..but instead of crafting the environment the goal could be filling it with realworld content. the game could be that players get achievements for verifying or adding content that comes in for e.g. openstreetmap, or content that is modeled, animation loops that are added to an animation database that outerra can connect to and so on. giving objects physical attributes,...this could be the creative part of the "game". next you can give "players" the option to create a lobby and this lobby will create an "instance" of the world they can be playing in (an instance like in world of warcraft). they can play around with objects or vehicles and create their own adventures. the "mod-community" could create scripts and custom objects that act as gamedesign elements...e.g. a flagpole object that is connected to a gui element. and voila you can have a capture the flag game. all this ideas come from playing minecraft but i think outerra can take the same direction but with the goal to crowd-source the content creation. the more data-sources it can connect to the better. i think it would be premature to develop ONE game with it. i think the engine would benefit more from a creating stable modtools instead. these mods could be then implemented once they are considered beneficial for the bigger goal of outerra