CSEditing

In This Posting, I wrote that I had completed my testing of ‘Crystal Space 2.1‘ on the laptop I name ‘Klystron’ – for now, by installing the ‘Blender‘ add-on script, that would actually allow a user to create content.

But there was yet another facet of this open-source game engine, which I have not yet tested. This is the ‘CSEditing‘ extension. On the surface, this plug-in is supposed to permit in-game editing of content.

Digging a bit deeper reveals a flaw, in what my expectations were.

Crystal Space is not a game, but a set of libraries with an API, that allows its users to create games, but which also allows its users to create any type of application, which will then benefit from complex 3D-graphic output. If such a game or application has in-game editing, it will be because individual users gave their creations this ability. It is not as if any of the CS demos actually show off this ability, and thus, there are few or no 3D applications yet written, that use this additional API.

When we compile the libraries that comprise CSEditing, we also compile an executable – a run-time program, which is meant just to prove that the API exists and can be used from an application. This actual run-time is not in itself a comprehensive editor.

In fact, the loading of the shared libraries, which make this feature work, still needs to be taken care of by the user, who wants to use Crystal Space in C++ to create his application. AFAIK, CSEditing does not depend on the Crystal Entity Layer.

The actual CSEditing API only has sparse documentation, which would be very valuable in the future, seeing as users will be trying to integrate such an advanced feature into their indie creations. But this also seems to suggest, that this is very much a work in progress.

What the demo application does show, is the stated capability of subdividing the window into panels, each of which either display a 3D view, or which display certain types of information panels, and which can be used to select elements of the 3D scene. Based on this last capability, a C++ program should also be able to grab more properties from each of the selected nodes, than this scant run-time does in practice.

But then, this run-time only display certain information about ‘the scene graph’ as it were, without allowing its user to edit anything. It would be up to the user himself, to design a better application that uses this API.

And so, users like me are more likely just to appreciate such full-featured applications as Blender, to do actual editing. Without targeting an audience ourselves, with a transferred ability to edit content.

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This Time, some Real Computer Achievement

Contrarily to how easy it was to set up my Joystick the other day, yesterday and today I have been busy with the laptop I name ‘Klystron’ that actually required some computer-skills on my part.

It was a subject of mine for a long time, how 3D Game Design works, and in particular, how the raster-based DirectX or OpenGL rendering works. To study that subject in my private time, I have always maintained a set of programs, that would in theory enable me to create a game.

In practice, creating any game decent enough to play, requires oodles of time and work. But I always felt that the software-tools involved should belong to my collection, even if I do not really put them to thorough use.

One software tools I have been pursuing, is the graphics rendering engine called “OGRE“. For several years I have been trying to custom-compile OGRE 1.10, just because that version offers better support for OpenGL 3, which should give game authors access to Geometry Shaders. But as it happens, I have ‘Mesa‘ drivers installed on that laptop, that do claim to create support for OpenGL 3, but that oddly, do not go so far as to offer Geometry Shaders. This is not a fault of the OGRE development team.

Also, there are reasons for which I do not simply ditch the Mesa drivers for ‘fglrx‘, the latter of which would give me OpenGL 4: I find it important enough, that the Mesa drivers allow hardware-acceleration of regular, high-def, 2D video streams. I would not want a real video stream / movie to become a burden to my CPU, and the fglrx do not GPU-accelerate that. So I stick with the Mesa drivers.

But then there was only one good way to get my OGRE install stable. I had to switch the Mercurial version of it I was subscribing to, down to OGRE 1.9, which is highly stable. The only issue with that remains, that OGRE 1.10 would have been my only game engine, which would have ever offered me full OpenGL 3. Which was just not stable on that box.

Now that the OGRE version on ‘Klystron’ is a sensible 1.9, that also means the engine has no extreme advantage over other game engines I possess. They all tend to be of the vanilla variety, that offer OpenGL 2 / DirectX 9c… – GL 3 would be equivalent to Dx 10, and GL equivalent to Dx 11.

Speaking of vanilla, I also installed the latest snapshot of Crystal Space on ‘Klystron': Version 2.1 ! I am amazed at how much better this latest build of Crystal Space seems, in terms of being stable when compiled, than earlier builds of it were.

Continue reading This Time, some Real Computer Achievement