I don't disagree.
Havok2 has physics controls that could cause quite a lot of bandwidth
if included on the server end. As you kinda hinted, to license Havok2
wouldn't fly far for an open source reverse engineering project. If I read correctly,
the Havok2 engine is within the Source Engine, which again wouldn't fly
far for an open source reverse engineering project to license.
However, if somehow Havok2 was included in the client to match the
physics of the server... well, real life demands my time right now..
thanks for the talk
Ryan Gahl wrote:
Ohh, well I'll just stick with my opinion that if anyone
is thinking about re-writing a full client, they use something like
Ogre (www.ogre3d.org), that
abstracts so much for you, and is free.
On 11/2/06, Jonathan <[EMAIL PROTECTED]> wrote:
lol no. Consider what is
available as open source or SDK without a
license, how much can be implemented? For example, if we use Half Life
2 and mod it to use libsecondlife access to place textures, maps, etc,
how for can it go to work well with the dynamics of Second Life?
Perhaps, there is another published game like Half Life 2 that uses the
Source Engine and can provide mod ability and give enough of an
interface to interact with SL.
Ryan Gahl wrote:
Uhh... am I
missing something or did you just suggest
licensing what amounts to probably a $100,000+ engine for use with an
open source reverse engineering project?
I couldn't find anywhere on that page where they mention an open source
version... do they have one?
--
Ryan Gahl
Application Development Consultant
Athena Group, Inc.
Inquire: 1-920-955-1457
Blog:
http://www.someElement.com
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Ryan Gahl
Application Development Consultant
Athena Group, Inc.
Inquire: 1-920-955-1457
Blog:
http://www.someElement.com
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