Re: [libsecondlife-dev] Source engine

2006-11-03 Thread Hugh Perkins
Doesnt contain spheres.It contains rotationally and linearly extruded squares, triangles, and circles.  You'd need to add half-circles.On 11/3/06, John Hurliman <[EMAIL PROTECTED]> wrote: Hugh Perkins wrote:> LGPL is probably compatible with BSD, as long as they are kept in> separate assemblies?>I

Re: [libsecondlife-dev] Source engine

2006-11-03 Thread John Hurliman
Hugh Perkins wrote: LGPL is probably compatible with BSD, as long as they are kept in separate assemblies? I was hoping to adapt some of the FractalSpline code instead of using the assembly itself, and we also have a BSD-only policy for our subversion tree to protect people who want to use

Re: [libsecondlife-dev] Source engine

2006-11-03 Thread Hugh Perkins
LGPL is probably compatible with BSD, as long as they are kept in separate assemblies? ___ libsecondlife-dev mailing list [email protected] https://mail.gna.org/listinfo/libsecondlife-dev http://www.libsecondlife.org/

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread John Hurliman
Hugh Perkins wrote: Do you guys know about FractalSpline btw? http://sourceforge.net/project/screenshots.php?group_id=136861 It generates SL prims, including cut, twist, shear, texturing, texture rotations, hollow. Available in both C++ and C# versions. Currently works in OpenGL or Panda3D,

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Hugh Perkins
Do you guys know about FractalSpline btw? http://sourceforge.net/project/screenshots.php?group_id=136861It generates SL prims, including cut, twist, shear, texturing, texture rotations, hollow. Available in both C++ and C# versions.Currently works in OpenGL or Panda3D, but should be fairly easy to

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Adam Frisby
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, Qua

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Jonathan
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

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Jesse Nesbitt
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 Havo

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Jonathan
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, whi

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Ryan Gahl
Yea... ok. Thanks for the constructive post. Go ahead on with your custom engine, no skin off my back. This is all academic anyway. Have fun.Jeez.On 11/2/06, John Hurliman <[EMAIL PROTECTED]> wrote: Ryan Gahl wrote:> Ohh, well I'll just stick with my opinion that if anyone is thinking> about re-wr

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread John Hurliman
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. I think this debate has been done to death at least once be

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Ryan Gahl
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

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Jonathan
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 ano

Re: [libsecondlife-dev] Source engine

2006-11-02 Thread Ryan Gahl
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 PROTE

[libsecondlife-dev] Source engine

2006-11-02 Thread Jonathan
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 ad