Well I've been working on my voxel environments for about 18 months now (in my spare time). I'm currently adding shadow map support and will look at SSAO. Obviously all my lighting approaches need to be dynamic. I hope that by the end of the year I can start looking for a team to make a game.
I also have occasional other ideas of things I want to do with Ogre, and I suppose this is as good a place to store my list as any! I'm currently thinking of:
*A Qt based framework which allows Qt widgets to be directly rendered onto Ogre render targets. I would like to use this in my voxel project, so maybe I start within the next couple of months.
*A level loaded/viewer for Unreal Tournament 3 maps. When I was about 16 I used to make maps for the original Unreal and UnrealEd was very powerful. With the decline of the Quake 3 BSP format it seems Ogre could use this. No idea if/when I'll actually get around to it though.
*Yesterday I downloaded PerfHUD and noticed that there is a corresponding PerfSDK which you can embed in your application. No idea what it does yet but I might see how it can be used with Ogre. Perhaps embed it in my new framework.
Well, that should keep me out of trouble for a while...
* OGE - Open Game Engine and
* a commercial game based on oge.
In spare time since 2 years but seriously only since one year.
But working at home with 2 babies (4 & 2y) is not as easy as I expected
so the progres are slower than planned
*A Qt based framework which allows Qt widgets to be directly rendered onto Ogre render targets. I would like to use this in my voxel project, so maybe I start within the next couple of months.
You mean something like redirecting painEvent(...) to actually draw onto Ogre render targets ?
I've been working on a game since... it will be two years at the end of this year. As i moved, changed work, had months of crunch time and almost no vaccation, it did'nt get verry fast.
I plan to finish the first fully playable version for the end of the IGF submission date, but it will not be finished at this point.
*A Qt based framework which allows Qt widgets to be directly rendered onto Ogre render targets. I would like to use this in my voxel project, so maybe I start within the next couple of months.
You mean something like redirecting painEvent(...) to actually draw onto Ogre render targets ?
- A racing game. To bring back an old 1999 project called RaceRacer in 3D.
- This year I started working on a long-term MMORPG project, for something to chip into for the next 10 years. I'm hoping to prove that it is possible for one person to achieve such a huge task. I'm a multi-software specialist, so I am a web developer, a 3D artist, a graphics designer and a programmer, which makes things much easier. (The snag being that I'm not excellent in any field, since I spread my skills). I'm skeptical, but even if it doesn't work out, I've learned a hell of a lot.
We've been working on Flow3D. Which is a Ogre based gamedev framework/engine for the high level game dev language blitzmax. It also includes an editor that can be standalone or incorporated into your game source much like torque.
The OSM based editor is pretty cool with .OSM mesh and .Scene loading allowing you to build scenes from scratch from arbitrary meshes. Here's a little vid of the demo in action.