Propietary components

supersonicdarkysupersonicdarky Join Date: 2007-08-18 Member: 61926Members, Constellation
<div class="IPBDescription">should be avoided</div>I think that you should try to stick to as many open standards as possible when creating the game. One thing I stumbled upon today is <a href="http://playogg.org" target="_blank">http://playogg.org</a> which gave me the idea - NS2 sounds should all be encoded in ogg (or other open formats like flac). It should reduce licensing problems and people might want to try the game just because you avoided proprietary technology.

On a side note: a while back on the blog you said you were going to make the game as cross-platform as possible, but then I saw a reply somewhere (more recent than post) that the engine was using d3d. Could someone clarify, which the engine is using, opengl or d3d?

Thank you for your patience <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />

Comments

  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    We intend to use OGG. Our engine currently has a Direct3D implementation of the renderer, but this represents a very small part of the code base (about 1%). I'd like to create an OpenGL implementation for non-Windows platforms; I'm just not sure where this will fall in the schedule.
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