n00854180t
New Member
- Joined
- Dec 2, 2016
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- 25
Any update on this? I'd love to contribute (engine/game programmer).
Actually it has VR support already - I wanted to learn the APIs and walk around in SWG.Shempoo said:@Gulkia from what I understand, this is a pipe-dream, let alone a VR support. Plus, is it enjoyable to play 3rd person games in VR?
Yay!Sytner said:Actually it has VR support already - I wanted to learn the APIs and walk around in SWG.Shempoo said:@Gulkia from what I understand, this is a pipe-dream, let alone a VR support. Plus, is it enjoyable to play 3rd person games in VR?
However, making a game out of this is definitely a pipe dream - I am barely finding enough time to work on editors at the moment never mind adding networking, gameplay and so on. What might be viable is to hook the render functions in the current client and reimplement them...
Well, again, this was more of a 'what if' post rather than an actual expectation to ever finish a client 2.0 project. The editor does have features beyond what is required for world editing - a standalone game mode, PhysX physics (might replace this with Bullet), navigation via recast/detour, audio and lua scripting. It is written in c++ (and lua), uses imgui as a gui framework and bgfx as the renderering backend (so I get DX11/12+OGL/Vulkan support more or less free). I'm going to reveal some more of this soon - it does seem *somewhat* viable to make a game from - I just don't think it's worthwhile.Zeridian said:What is this written in? C++? C#? Will you ever release the source if you don't think you can finish it? Hooking in Havok 2014 might not be that hard. Hardest part would be the networking. I also have experience with creating collisions for Havok, since I know all the existing models will need new collisions for proper physics.
This is a humongous tease. I've been thinking for a long time about what it would take to build a custom UE4 client for Core3.
I'd argue every one of those things would be worthwhile to many many fans out there, and especially content creators. Many people even speculate what it would be like to re-create the client in UE4, because there is a big yearning to modernize the game as well as the content creation pipeline. Lot's of discussion of this stuff over on the Andromeda server...Sytner said:Well, again, this was more of a 'what if' post rather than an actual expectation to ever finish a client 2.0 project. The editor does have features beyond what is required for world editing - a standalone game mode, PhysX physics (might replace this with Bullet), navigation via recast/detour, audio and lua scripting. It is written in c++ (and lua), uses imgui as a gui framework and bgfx as the renderering backend (so I get DX11/12+OGL/Vulkan support more or less free). I'm going to reveal some more of this soon - it does seem *somewhat* viable to make a game from - I just don't think it's worthwhile.Zeridian said:What is this written in? C++? C#? Will you ever release the source if you don't think you can finish it? Hooking in Havok 2014 might not be that hard. Hardest part would be the networking. I also have experience with creating collisions for Havok, since I know all the existing models will need new collisions for proper physics.
This is a humongous tease. I've been thinking for a long time about what it would take to build a custom UE4 client for Core3.
Regarding releasing the source - maybe at some point, but probably not.
As mentioned by the poster above, intercepting the draw calls and translating them to DX11 is a more realistic project than reimplementing all the game logic, UI, networking etc required to recreate the SWG client. I would question how much just switching to DX11 will actually gain us though - sure the performance might be a little better and we have access to newer shader features but it's still driven by the same data from the client which is quite limiting.
Well it's not entirely a tease, you'll be able to play with it but as an editor rather than a game - there is a limit to what one guy can do in his spare time! It's all scriptable so you can make a game out of it yourself if you really wantZeridian said:I'd argue every one of those things would be worthwhile to many many fans out there, and especially content creators. Many people even speculate what it would be like to re-create the client in UE4, because there is a big yearning to modernize the game as well as the content creation pipeline. Lot's of discussion of this stuff over on the Andromeda server...Sytner said:Well, again, this was more of a 'what if' post rather than an actual expectation to ever finish a client 2.0 project. The editor does have features beyond what is required for world editing - a standalone game mode, PhysX physics (might replace this with Bullet), navigation via recast/detour, audio and lua scripting. It is written in c++ (and lua), uses imgui as a gui framework and bgfx as the renderering backend (so I get DX11/12+OGL/Vulkan support more or less free). I'm going to reveal some more of this soon - it does seem *somewhat* viable to make a game from - I just don't think it's worthwhile.Zeridian said:What is this written in? C++? C#? Will you ever release the source if you don't think you can finish it? Hooking in Havok 2014 might not be that hard. Hardest part would be the networking. I also have experience with creating collisions for Havok, since I know all the existing models will need new collisions for proper physics.
This is a humongous tease. I've been thinking for a long time about what it would take to build a custom UE4 client for Core3.
Regarding releasing the source - maybe at some point, but probably not.
As mentioned by the poster above, intercepting the draw calls and translating them to DX11 is a more realistic project than reimplementing all the game logic, UI, networking etc required to recreate the SWG client. I would question how much just switching to DX11 will actually gain us though - sure the performance might be a little better and we have access to newer shader features but it's still driven by the same data from the client which is quite limiting.
Well whatever happens, thanks for the tease? lol
:heart:Sytner said:Well it's not entirely a tease, you'll be able to play with it but as an editor rather than a game - there is a limit to what one guy can do in his spare time! It's all scriptable so you can make a game out of it yourself if you really wantZeridian said:I'd argue every one of those things would be worthwhile to many many fans out there, and especially content creators. Many people even speculate what it would be like to re-create the client in UE4, because there is a big yearning to modernize the game as well as the content creation pipeline. Lot's of discussion of this stuff over on the Andromeda server...Sytner said:Well, again, this was more of a 'what if' post rather than an actual expectation to ever finish a client 2.0 project. The editor does have features beyond what is required for world editing - a standalone game mode, PhysX physics (might replace this with Bullet), navigation via recast/detour, audio and lua scripting. It is written in c++ (and lua), uses imgui as a gui framework and bgfx as the renderering backend (so I get DX11/12+OGL/Vulkan support more or less free). I'm going to reveal some more of this soon - it does seem *somewhat* viable to make a game from - I just don't think it's worthwhile.Zeridian said:What is this written in? C++? C#? Will you ever release the source if you don't think you can finish it? Hooking in Havok 2014 might not be that hard. Hardest part would be the networking. I also have experience with creating collisions for Havok, since I know all the existing models will need new collisions for proper physics.
This is a humongous tease. I've been thinking for a long time about what it would take to build a custom UE4 client for Core3.
Regarding releasing the source - maybe at some point, but probably not.
As mentioned by the poster above, intercepting the draw calls and translating them to DX11 is a more realistic project than reimplementing all the game logic, UI, networking etc required to recreate the SWG client. I would question how much just switching to DX11 will actually gain us though - sure the performance might be a little better and we have access to newer shader features but it's still driven by the same data from the client which is quite limiting.
Well whatever happens, thanks for the tease? lol.
Doing a remake in UE4 or similar would be cool. It's a project I would have been interested in working on but there isn't enough interest in SWG generally for me to consider it any more. Porting/loading the assets would be reasonably straightforward at least - I can't comment on the rest.
Hey,HeadClot said:Hey Sytner,
Got a few questions about this -
First off I am very new to the forums. So forgive me if I ask something that has been asked already.
1. You mentioned in a previous post that this will be used more of an editor opposed to a client. Could you elaborate on this? What will the editor be able to do?
2. Will the Client 2.0 project be extendable via a Plugin system of some sorts?
3. Have you considered a patreon to help speed up development of this project?
4. Are you looking for help on this?
Sytner said:Hey,HeadClot said:Hey Sytner,
Got a few questions about this -
First off I am very new to the forums. So forgive me if I ask something that has been asked already.
1. You mentioned in a previous post that this will be used more of an editor opposed to a client. Could you elaborate on this? What will the editor be able to do?
2. Will the Client 2.0 project be extendable via a Plugin system of some sorts?
3. Have you considered a patreon to help speed up development of this project?
4. Are you looking for help on this?
1) Initial focus is terrain and snapshots/buildouts. There are some old videos around of it like https://www.youtube.com/watch?v=yffBpoDuOrY
2) Yes, fully scriptable via lua and C# and it has a nice native plugin system if I ever release the source.
3) No - there's about 10 people left on the planet that care about this so I doubt it'd make any meaningful difference to the time I could spend on it.
4) There's occasionally bits people can help with but not much at the moment.