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- Jan 7, 2008
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- orbides.org
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Some updates for what is after all an open-source project - OGLA OVP Client.
This thread is pretty much intended for OGLC development discussions.
Some recent events resulted in a major WTF hunt across my older codes, revealing surprisingly ill-conceived implementations, especially in the algorithms library.
As such, i would really appreciate if someone, or pretty much anyone who wants to take a look, to see the codes and post suggestions, bugs, WTF's, etc.
That is a part of what open source software is all about, i guess.
So, getting from feature lists to making them finally work.
Current sources for the OGLAClient can be found here:
http://orbides.1gb.ru/orbf/oglaclient_src_090115.zip
The ones in orbitervis CVS is very obsolete, and i don't seem to be able to put together a way to upload new ones there for now.
Building is simple:
Run pre-build.bat, use VC6 to build the client part, use FPC (link auxi/fpc to it, run build.bat) or Delphi 7 (ogla.dpr) to build the engine.
Basic code orientation:
/src :The client part
/auxi/alib :algorlib - utils and implementations library
/auxi/alibc rbiter-specific implementation library
/auxi/ogla :OGLA engine main
/auxi/ogla/shaders :OGLA shaders
/auxi/fpc :Link Free Pascal Compiler 2.2.0+ here
/auxi/units :Mid-output goes here
What is not here:
-Orulex. The thing itself is in pieces now, and do not work properly. With it goes out the lv9+ texture support. Also, the whole mess of orulex/world studio/gl gui code is nicely disentangled from the engine, pending major reimplementation.
-FPC do not handle some msh-related routines well. Delphi 7 is not affected.
What appears to be broken:
-Fonts. Do not work right for some recent weird reason.
-Multilight. The code is here, but it desynched after shaders were introduced.
-The rings show Z-fighting on Saturn scale
-Dynamic resolution controls are slightly broken
What is in need of improvements:
-Shadows. None of the 2 implementations is good enough, one is slow, other looks awful.
-Shaders. Need a cleanup and probably rework
-Multilight. It's here, but what to make of it?
-Hi-res textures and terrain. Any ideas about making a Earth-wide terrain rendering system of Orulex scale with 100x the Orulex quality and performance are welcome.
-2D drawings. It's new, so it's buggy and underconcieved.
-Particle streams and exhaust textures. Need an implementation and rework respectively.
This thread is pretty much intended for OGLC development discussions.
Some recent events resulted in a major WTF hunt across my older codes, revealing surprisingly ill-conceived implementations, especially in the algorithms library.
As such, i would really appreciate if someone, or pretty much anyone who wants to take a look, to see the codes and post suggestions, bugs, WTF's, etc.
That is a part of what open source software is all about, i guess.
So, getting from feature lists to making them finally work.
Current sources for the OGLAClient can be found here:
http://orbides.1gb.ru/orbf/oglaclient_src_090115.zip
The ones in orbitervis CVS is very obsolete, and i don't seem to be able to put together a way to upload new ones there for now.
Building is simple:
Run pre-build.bat, use VC6 to build the client part, use FPC (link auxi/fpc to it, run build.bat) or Delphi 7 (ogla.dpr) to build the engine.
Basic code orientation:
/src :The client part
/auxi/alib :algorlib - utils and implementations library
/auxi/alibc rbiter-specific implementation library
/auxi/ogla :OGLA engine main
/auxi/ogla/shaders :OGLA shaders
/auxi/fpc :Link Free Pascal Compiler 2.2.0+ here
/auxi/units :Mid-output goes here
What is not here:
-Orulex. The thing itself is in pieces now, and do not work properly. With it goes out the lv9+ texture support. Also, the whole mess of orulex/world studio/gl gui code is nicely disentangled from the engine, pending major reimplementation.
-FPC do not handle some msh-related routines well. Delphi 7 is not affected.
What appears to be broken:
-Fonts. Do not work right for some recent weird reason.
-Multilight. The code is here, but it desynched after shaders were introduced.
-The rings show Z-fighting on Saturn scale
-Dynamic resolution controls are slightly broken
What is in need of improvements:
-Shadows. None of the 2 implementations is good enough, one is slow, other looks awful.
-Shaders. Need a cleanup and probably rework
-Multilight. It's here, but what to make of it?
-Hi-res textures and terrain. Any ideas about making a Earth-wide terrain rendering system of Orulex scale with 100x the Orulex quality and performance are welcome.
-2D drawings. It's new, so it's buggy and underconcieved.
-Particle streams and exhaust textures. Need an implementation and rework respectively.