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-   -   Anyone interested in client development? (https://www.eqemulator.org/forums/showthread.php?t=33432)

KLS 05-29-2012 07:16 PM

Sent you a PM, I have a partially working EQG zone viewer somewhere (up to v3) it's a mess as it was just a prototype but it's got better material support than OpenEQ and should be able to figure out how it is all parsed at least.

Tabasco 06-07-2012 08:29 AM

The zone viewer code has been really enlightening. Between the nice weather and other obligations I haven't has as much time to work on it as I would like, but I'm making progress here and there.

Rather than try to load all the various archives based on zone name and resource text files I've just decompressed everything into a resource directory. Since most of the compressed resources are binary the uncompressed directory is only about 10% larger.

PixelEngineer 07-16-2012 07:55 PM

Back at it again. More exciting stuff to come.

rhyotte 07-16-2012 08:41 PM

Can't wait to hear more!

iso 08-18-2012 03:23 PM

This is really awesome, amazing work! I'm glad to see how active you are.

I've been looking for a good client for zone viewing for a while now and this looks fantastic. Is there anyway I can get windows binaries of the latest release?

PixelEngineer 08-23-2012 09:36 PM

http://i.imgur.com/kBL5y.jpg
http://i.imgur.com/ib0XW.png
http://i.imgur.com/89wIt.jpg
http://i.imgur.com/RJIrX.png

Amer 08-23-2012 10:15 PM

Pretty awesome! Nice work Pixel.

rhyotte 08-24-2012 12:24 AM

Looking good! Hurry up with a full blow Linux Client! :)

PixelEngineer 08-24-2012 03:06 AM

Quote:

Originally Posted by rhyotte (Post 212029)
Looking good! Hurry up with a full blow Linux Client! :)

I will definitely make this client run on Linux. This was pretty much a complete rewrite of the Lantern engine. I decided to work on OSX in the beginning because:

1) I wanted to learn Xcode and the OSX filesystem
2) OSX annoyingly only supports up to GLSL 1.2

Rather that work backwards in compatibility, I just wrote shaders that ran on the least compatible system. Get your stuff together OSX devs.

The next step is models and animation (probably will be done in 1-2 weeks). I will also figure out a compatible way to translate the model animations to a standard format to help those devs that have the Unity project going. Who would have though it would be easier in some respects to write an engine rather than one as capable as Unity :grin:

Cheers!

KLS 08-25-2012 06:21 PM

Both Lion and Mountain Lion both support up to OpenGL 3.2 with GLSL 1.5.

It's honestly pretty shitty support as 3.3 has been out for over two years and they don't support any of the 4.x profiles (derp) but not quite as bad as being stuck on 2.1.

PixelEngineer 08-26-2012 08:40 PM

Quote:

Originally Posted by KLS (Post 212066)
Both Lion and Mountain Lion both support up to OpenGL 3.2 with GLSL 1.5.

It's honestly pretty shitty support as 3.3 has been out for over two years and they don't support any of the 4.x profiles (derp) but not quite as bad as being stuck on 2.1.

http://i.imgur.com/Gx3Ot.png

http://i.imgur.com/gW54Y.png

KLS 08-27-2012 01:16 PM

https://developer.apple.com/graphics...1074_Core.html

Something is messed up with your setup.

PixelEngineer 08-27-2012 04:32 PM

Quote:

Originally Posted by KLS (Post 212087)
https://developer.apple.com/graphics...1074_Core.html

Something is messed up with your setup.

Good find. Not sure why that's happening.

KLS 08-27-2012 09:09 PM

I think i read somewhere the earlier drivers with the 10.7 update didn't support HD3000 very well or something. Perhaps it has something to do with that? Don't know really but in theory you should have GL3.2 support (which is roughly DX10 level capabilities).

cavedude 08-29-2012 07:24 PM

Found you on Reddit ;) http://www.reddit.com/r/everquest/co...r_my_original/


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