Here’s a list of some of the technology I’ve been getting to grips with for the FYP:
Frameworks/Libraries:
Content Creation:
- GtkRadiant
- 3ds Max
- Terragen for landscape heightfields and skyboxes.
Irrlicht can load Quake3 BSP maps, and not only is Quake 3 map editing the only map editing I ever got really proficient at, but it’s a handy format in that it can give me fully-textured and light-mapped models to be loaded up. I intend on using Q3 BSPs for static geometry and then using 3ds Max to create dynamic objects to be dropped in, and any characters I might need.
I’m just trying to decide what to do with the Irrlicht/Havok overlap. For example, which library’s vectors to use in generic cases? I’m familiar with Havok’s and the utility classes for vectors are cool, but Irrlicht’s has direct access to vector elements and operator overriding to allow you add and multiply vectors with standard mathematical operators (I understand Havok’s lack of operator overriding is a design decision but I like to have it). I wonder if Irrlicht’s vectors support SIMD operations? Lots of interesting research going on right now!

Sounds cool. At least you are getting stuck in
Been finding it tough to get going:| Really need to get the finger out…
Definitely tough to get going. But as usual, we’re all the in same boat
Sounds like an ideal set of tools you have lined up! Good luck with it, I usually have a tough time with content creation!
See the new timetable?! yuck!
I’m gonna change to Ogre because of better serialisation/pipeline support though.
Saw the timetable and sent an email to the lecturer for the 9am on Monday one