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unimatrix

Crystal Space 3d Engine The Crystal Space Opensource Game Engine

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I am looking into creating an opensource MMPOG based off the Plane Shift engine, which is based on the Crystal Space Engine, set in World War I, in particular either the battle of Verdun or the Somme. Blender 3D will be used to create the models because it is free, I can use it, lots of other users use it, and there is already partical intergration between Blender and Crystal Space 3D. In fact, there is a project now to replace the Blender Game Engine (which is extremely dated and needs to be overhauled) with the Crystal Space Engine so these two programs (both Opensource) are the logical programs to use. I hope that much of it will be Opensource. The game AI, however, may not be OSS because it is being developed by a friend as a PHD project. He's nice enough to let me license a free copy, but he is really looking to sell the design after he finishes in a couple years. Also there will probably be some kind of non-OSS file to play on the main server to help prevent cheating. But that will be discussed later.Bottom line, anyone else her familiar with either Plane Shift or Crystal Space 3d in general?

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Hey, where would I be able to find out more about 3d programming under windows? I have a few concept ideas I would like to try out.--YB

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Bottom line, anyone else her familiar with either Plane Shift or Crystal Space 3d in general?

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I have just started working on the CrystalSpace/CEL/Crystal Core project. They are working on some major engine overhauls and are pushing forward CrystalCore as a capability demo and working example.

 

CrystalSpace is a very good engine, powerful and flexible, especially once the current round of enhancements gets added. There is a lot of control for the level designer over shading and lighting. The project manager, for instance, just added the ability to control how doorways effect lighting of adjacent sectors. I would not say it is easy to learn, even for an experienced programmer. There is a good deal of learning curve to start figuring out how it is organized and how to make use of all those abilities. RIght now, it is fast moving and the stable (non-CVS) release is a little old.

 

There is quite a lot of example code, though, and a very active/helpful community.

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