Remember - a lot of these engines require the maps to be optimised before loading them by the level editors and associated tools, and do not like having to update the scene. Especially not every other frame.

That is the biggest reason most engines would not be able to work - Source, Doom3, Quake, Unreal, etc.

However, there are two on the market which may work. The tribes engines were written for dynamic scene updates (although never really used that feature in practice), and the Crytek engine is capable of similar.

But, in practice, all the abstraction you gain, is going to work against you, not for you. These engines are optimised for pre-loaded meshes in specific formats and will not appreciate trying to load prims.

-Adam

Jonathan wrote:
So, Havok2 does not have finer granularity, ragdoll vectors, and particle collusions?

Jesse Nesbitt wrote:

But Havoc2 would serve just to replace Havoc1 for bugs, not to add new
physics features.

On 11/2/06, Jonathan <[EMAIL PROTECTED]> wrote:


 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?
>
>
> On 11/2/06, Jonathan <[EMAIL PROTECTED] > wrote:
> >
> > Has there been any thought if the Source Engine could be used as a
client interface? This would mean there would be no controls to edit content or administrate groups and land, which may be desirable for members that are
not immediately interested in content creation or ownership. You do get
advanced graphics with Havok2 cabilities matched with scalable performance
over multi-cores.
> >
> > _______________________________________________
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> > libsecondlife-dev@gna.org
> > https://mail.gna.org/listinfo/libsecondlife-dev
> > http://www.libsecondlife.org/
> >
> >
>
>
>
> --
> Ryan Gahl
> Application Development Consultant
> Athena Group, Inc.
> Inquire: 1-920-955-1457
> Blog: http://www.someElement.com ________________________________

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>
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> http://www.libsecondlife.org/
>
>
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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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