View Single Post
  #27  
Old 09-24-2011, 08:50 PM
PixelEngineer
Sarnak
 
Join Date: May 2011
Posts: 96
Default

The nature of the EverQuest format makes it a bad candidate for most of the engines out there, sadly. That's not to say it cannot be done but the way the zones are formatted is not quite ideal for the way Unity and Unreal handle level data. Now I may piss some people off but to be honest, the EverQuest zone format is a hack job of the Quake 3 file format and they are very similar.

I will have this engine's main rendering stuff squared away in a couple of days and you all may have a look and tinker around as you wish. The main hold ups in development have been the fact that I have learned as I went which is obviously much slower than simply writing code. If I could start over with what I know, it would take me a day or two to do most of the rendering stuff. The other hold up is that while Windcatcher and the azone developers have done a tremendous job of documenting, there are still major gaps in what we know and I intend to flush them out.

Cheers,
Pixel

Edit: Noticed your screenshots. That's was about as far as I got in Unreal. I must ask, how many frames per second are you getting?
Reply With Quote