On Sat, 2010-02-06 at 20:06 +0100, Denis Washington wrote:
> Yeah. Are there any impressive demos that could be shown? Otherwise,
> some would have to be written (I probably don't have the artistic and
> programming expertise to do so myself, unfortunately).

Phystut has recently been made more fun/usable. Avatartest is using good
quality models and looks good.

I'm toying with CEL's evolvecraft since more than one year and I'm
starting to get descent results. I'll commit it in some time.

We are working with a friend (his pseudo is Korbak, he made a big part of
the Krystal model) on the concept of a car for Frankie. We would like to
make a level using the assets made within the YoFrankie project, with a
terrain2, CEL's cars, foliage, maybe even impostors, ocean, water, clouds
and fauna.

Some other demos may also be great, like something fancy about the shaders
and lighting. A level with many dynamic lights would be great. A shader
node editor may be either useful and fun.

I also thought about doing a general C++ class for the demo's. Its purpose
would be to ease the development of future demo's, unify the layout of the
demos, provide common advanced functionalities, and simplify the actual
demos to let them focus on the particular thing they want to
test/demonstrate, being more pertinent.
The functionalities of this class may include:
- all common management of main engine objects (g3d, g2d, etc)
- basic display of text (like the omnipresent Write/WriteShadow methods)
- display the logo of CS
- display general infos like FPS, triangle count, etc
- 'Info' menu: description of the application
- 'Help' menu: available keys & commands
- screenshots, video recording

All of this can be made cooperatively. For example, the big "Frankie's
car" level can be fun to set up all together.



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