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SiO2: Potential coder for Dark Radiant Level Preview


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I spoke with SiO2 from TTLG and he is interested in taking a look at the Level Preview Render for Dark Radiant and potentially doing some work to improve it. The level preview really doesn't give an accurate representation of what you're actually getting, so it will be nice to see if we can get it a bit closer to what it actually looks like in D3.

 

SiO2 should be signing up on the forums soon, and I'll setup his permissions.

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I'd be interested in what he might be able to suggest about the renderer. We already have some input from namespace too, but no detailed plans on where to start.

 

A possible first step would be to check whether our existing renderer interface has to be changed or if another renderer could be gradually implemented "behind the scenes" without changing the rest of the code too much. In a decently modularised system, this should be possible, but of course this is DarkRadiant we're talking about. ;)

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Ha ha, yes. That's exactly it. How much spaghetti code is still lurking around in there? :) I know you guys have cleaned up quite a lot already.

There is still lots of GtkRadiant code not refactored, but it's working code nonetheless. A large part of the renderer code is legacy - OrbWeaver knows that part better than me, I reckon.

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Yes, apart from some minor refactoring into individual files and a very small amount of performance tweaking, the renderer code is basically the same as GtkRadiant. We shall have to see whether it is something SiO2 thinks he can work with or whether it needs a much larger refactor.

 

Not being a graphics expert I can't really say how good it is from a design point of view (although the next time I see a variable called m_state I'm going to punch somebody -- sometimes they are even nested like blah.m_state.m_state)

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Hi all. I was invited to join only today therefore I hope you bear with me whilst I bring myself up-to-speed.

 

I'm a pro 3D developer with 10 years experience working on commercial stuff. I've written drivers and also wrote an OpenGL/Direct3D shader convertor for ATI (now AMD). I'm also major fan of Thief. I've played 99.9% of FM's out there. Calendra's Legacy is high on my list but I think Thief2X is the pinnacle of TMA FM's. Pity I had to install WinXP with an ATI card to catch up on FM's - Vista with an 8800 card is subject to the awful dithering issue. :angry:

 

I also enjoyed TDS [runs for cover :laugh: ]. Perhaps it's the monster machine I have (with the enhanced texture pack), the soothing presense of Stephen Russell's voice or just that I've blocked out the travesties (falling off ledges/beams when leaning - HA! :angry: ).

 

BTW A link to my portfolio: http://sio2.g0dsoft.com. I'm currently working on DX10 stuff - actually I've just sent a bug report to the Direct3D team today. :wacko:

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More coders, excellent. :) Glad to have you on board, SiO2.

 

I also enjoyed TDS [runs for cover :laugh: ].

Heh, don't worry - I enjoyed it on my first playthrough as well. Though going back to it after having experienced TDM, I can't believe that I hadn't noticed how jerky the movement is... guess I blocked it out the first time through. :)

 

BTW A link to my portfolio: http://sio2.g0dsoft.com. I'm currently working on DX10 stuff - actually I've just sent a bug report to the Direct3D team today. :wacko:

Nice! That's some impressive-looking tech you're fiddling with there.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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