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Author Topic: ANN: The future of WME  (Read 92814 times)

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Spellbreaker

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Re: ANN: The future of WME
« Reply #45 on: March 28, 2009, 10:52:38 PM »

WME doesn't support shaders anyway.
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Dr.Brain

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Re: ANN: The future of WME
« Reply #46 on: March 31, 2009, 07:56:52 AM »

Good Morning Every one!!!
I'm new.

 You are must do WME versions to other OS.
I'm know it is hard to do, but yesterday I found a website http://www.jazillian.com/indexCPP.html , whose translate from C++ to Java!!!  Shocked  It very is you click on link "Source Code Line Counter", you choose form the list programing language and send zip whit all files of source code. Full work doing this server.

 Java language is portable for every OS.
Next you only must use the Mono Project's tools( http://www.mono-project.com/ ).For Part whose use the .Net framework. Wink

For programing in you can Java use tool NetBeans http://www.netbeans.org/.
For implement a OpenGL in place of X 3D models can use plugin "OpenGL Pack" (https://netbeans-opengl-pack.dev.java.net/)for NetBeans. For sounds use a OpenAL.

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Mnemonic

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Re: ANN: The future of WME
« Reply #47 on: March 31, 2009, 09:44:58 AM »

Dr.Brain: Please don't cross-post. There's really no need to post the same post into three different threads.
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Dr.Brain

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Re: ANN: The future of WME
« Reply #48 on: March 31, 2009, 03:07:33 PM »

Sorry, but I'm never ever in past use a forum.
And I'm don't know anybody replay to my post.
I want to someone from WME Team replay.
Because I'm think is important to crate WME versions to other OS.
 
What you think about my proposal of convert WME form c++, Net. framework, Direct X to Java, Mono and OpenGL ? ???
« Last Edit: April 01, 2009, 07:34:25 AM by Dr.Brain »
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MMR

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Re: ANN: The future of WME
« Reply #49 on: April 09, 2009, 04:22:07 PM »

Hi Mnemonic,

I've been a little "out of the box" for a while due to job related issues but I'm glad to hear about this new version and its goals. Now I'm fully available and helping spanish guys at the Spanish forum section  ;)

Please keep us updated in order to align with you to have a fully localizable version of WME2 several days before it will be launched (if you are agree ::) )

Regards,
Manuel Martos (MMR)
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mattybennett

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Re: ANN: The future of WME
« Reply #50 on: May 28, 2009, 05:30:53 PM »

I admit ANN sounds like a great idea and something to be very pleased to see. However please tell me - are you changing the back-end? Still using C++ or thinking of prting over to Java particuarly as a number of these requests above concern the use of games on a handheld device. Perhaps the way forward?

Also am discussing the use of WME as a FPS engine (can't see it myself, but prepared to be convinced if given the code). Same with ANN?

Best regards,

Matthew
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Mnemonic

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Re: ANN: The future of WME
« Reply #51 on: May 28, 2009, 06:02:34 PM »

Still using C++, because it's still the most viable alternative for game development, IMO. Handheld devices are evolving rapidly, just look at iPhone or WinMobile devices.
FPS is not a design goal of WME2.
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Chris

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Re: ANN: The future of WME
« Reply #52 on: July 12, 2009, 08:49:22 AM »

You can tell how the've done?

What percentage?

I am waiting too

And I am thrilled
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Mnemonic

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Re: ANN: The future of WME
« Reply #53 on: July 15, 2009, 09:21:11 AM »

I won't give you a percentage, because I don't know, but it would be probably lower than all of us would like :) However, I have some important underlaying systems running (mainly the scripting engine and the basic architecture) and I just started dwelling into the visual stuff.
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sychron

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Re: ANN: The future of WME
« Reply #54 on: April 22, 2010, 10:55:59 PM »

I'm exploring XAudio2 (the successor of DirectSound) at the moment. When I'm proficient with this, I could contribute some sound system code, if needed.

@Mnenomic: I like C# more than C++, but if you keep portability in mind, C++ should do the job ... maybe you should split wme into a core engine and several standalone modules/"plugins". If you push the DirectSound stuff into an extra module, it could be swapped with an specialized XAudio2 module for Windows 7 / XBox, with a CoreAudio module for MacOs / iPhone or suitable audio modules for linux. Do the same for the video engine and cross platform wme is coming closer ;-)


About Java:
Thinking about Edna, Java seems quite suitable for adventure game engines, BUT the Edna engine ist not even close to WMEs performance.
« Last Edit: April 22, 2010, 10:59:06 PM by sychron »
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Mnemonic

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Re: ANN: The future of WME
« Reply #55 on: April 23, 2010, 12:26:50 PM »

The plan is to use OpenAL for audio, for portability reasons.
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sychron

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Re: ANN: The future of WME
« Reply #56 on: April 23, 2010, 02:39:20 PM »

Hmm, ok.

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gypsysnail

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Re: ANN: The future of WME
« Reply #57 on: April 28, 2010, 07:43:54 PM »

A question off the subject or similar to the subject - will WME work on Windows 7? Thats my main concern and will the games that were made in WME work on Win 7 too?
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sychron

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Re: ANN: The future of WME
« Reply #58 on: April 28, 2010, 10:48:14 PM »

WME runs fine on Seven. Older games can cause problems, when trying to save data to their program folder. This problem has been adressed some time ago, for it first appeared on Vista. Anything compiled with a recent WME Dev Kit should run on Windows 7.
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StarLite

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Re: ANN: The future of WME
« Reply #59 on: May 04, 2010, 04:20:30 PM »

Good day all,

I have a bit of a concern about new versions and upgrades. I've noticed with the last engine I was using (will remain anonymous), every time the engine was upgraded it caused problems for my unfinished game each time I upgraded. I had problems with objects disappearing, objects moving all over the place, characters walking where ever they felt like, characters walking when they weren't given instruction to etc. Sorry but after the last nightmare I've just been through I'm a bit weary of upgrades. I guess what I want to know is, if you are in the middle of making a game, is it better to wait till you are finished creating your game before upgrading to the next version of an engine. thank you
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