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| U3D should live on!; Some things about our favorite engine||Features you want to see in U3D 3 | |
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| Tweet Topic Started: Oct 26 2012, 10:28 AM (1,122 Views) | |
| gmfun | Oct 26 2012, 10:28 AM Post #1 |
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Hi everybody! As I wrote in topic GM Studio+Ultimate3D Review I am going to start a topic about improving Ultimate3D. So,the first thing I want to tell you is about a forest(yeah,about a forest!). In the U3D 2.0 Tech Demo we can see great example how to render big forest in U3D. But everybody understands that it is far from being perfect because rendering such forest could be done more faster. The main problem is behind the SLOW GML code wich is used to implement quad tree culling. In the file "Programming notes",included in Tech Demo folder Dr. Best wrote this:
So,now I want to ask Dr. Best whether he could do this for us. I would be grateful(and other members of U3D Community,I suppose) for implementing some forest rendering system.As for me it would be very useful! If you find some another things to implement in U3D write them down here.I also will try to find more facts and ideas. The second thing I want to add: Even if U3D would be still the same,we should make something to make it live on. Many members would think that it is mad idea,but I want to tell you about it. So,my idea is to create some pdf magazine about U3D. A lot of nice ideas are on U3D Community but a lot of them are written in old topics wich could be never seen by new members. Ultimate3D magazine also will popularize U3D engine. And I really want that everybody will know about one of the best 3D engines for Game Maker ever created. Anyway, thank you,Dr. Best,for Ultimate3D. *************************************************************************************************************************** ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// *************************************************************************************************************************** EDIT: Everybody knows(but I`ve forgotten) that U3D 2 for GM has been discontinued. Now you can post in this topic to tell Dr.Best what features you want to see in Ultimate3D 3. Edited by gmfun, Nov 6 2012, 08:28 PM.
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| Despellanion | Oct 26 2012, 11:12 AM Post #2 |
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Forum God
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I think this has been repeated at least 100 times: U3D for GameMaker is discontinued, and has been for at least 4 years. Meaning there won't be any big changes, updates or new implementations. |
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| Dr. Best | Oct 26 2012, 11:59 AM Post #3 |
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Yeah, I second what Despellanion said. I won't change Ultimate 3D for GameMaker in any significant way. Working with four year old source when you've got a fresh new version in the folder next to it is simply too frustrating. The only thing I will do is the GM:Studio compatibility fix, but it may have to wait until tenth of November. On the other hand you may be interested in hearing, that Ultimate 3D is all but dead. Its just not public currently. I have been working on it a lot all week and I will be working on it a lot over the next few months. Currently I am mostly redesigning basic stuff, so the feature set is ridiculously small. One of my major goals is backend-independence such that it becomes possible to support D3D9, D3D10, D3D11 and various OpenGL variants at the same time. Yesterday I started integrating FreeImage for platform-independent texture loading and support for high-dynamic-range textures. Even more importantly I have laid a new foundation for the engine, which makes it extremely modular. I envision an editor for Ultimate 3D projects, which lets you edit nearly everything including the world, the engine and the editor. New features of arbitrary complexity could be added to the engine by simply loading them from a file. Since all engine features would be defined this way everybody would be just as capable of adding new features as somebody owning the source code. Of course there will be C++ interfaces, but I also intend to provide Python interfaces. This new system is designed for stand-alone use, so you won't see it in GameMaker. I also can't tell when you will see it. Right now a release is infeasible, because the engine is very incomplete and the few existing object types are implemented in a provisional way. Many of the thing's I have mentioned above are not implemented yet. If I end up with something, that is complete enough to be a stand-alone engine, I will probably release it, but it can take a long time until I get there. Those who have been on this community a little longer know what that means. |
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| Despellanion | Oct 26 2012, 12:23 PM Post #4 |
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Forum God
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I would love to see a C# interface as I use that on a daily basis. |
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| Dr. Best | Oct 26 2012, 01:07 PM Post #5 |
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That probably won't happen. C++ and Python bindings cover all needs quite well. Quick scripting can be done in Python while performance-sensitive stuff can happen in C++. This does not leave a big need for C#. In addition to this platform independent development with C# can be tricky, because C# is mostly pushed by Microsoft. There are more important features to spend the rare development time on. BTW: Everybody feel free to stay on topic and discuss ideas for new features in Ultimate 3D. I promise, that I will read them. It might be a useful inspiration. Don't expect new U3D features for GM though. |
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| gmfun | Oct 26 2012, 01:23 PM Post #6 |
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Really,I have totally forgot about that. I am looking for Ultimate3D 3. Good luck.Dr.Best
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| Naz | Oct 26 2012, 11:29 PM Post #7 |
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Forum Leader
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| May 20th, 2016 | |
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| Despellanion | Oct 26 2012, 11:59 PM Post #8 |
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Forum God
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Oh well, another language to learn then
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| Rockin | Oct 27 2012, 12:13 PM Post #9 |
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Turkey
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is Dr.Best said(My English bad) i'm gonna make my game maker and that completely including Ultimate3D ? |
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| Dr. Best | Oct 27 2012, 12:37 PM Post #10 |
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Essentially yes, but:
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| gmfun | Oct 27 2012, 02:27 PM Post #11 |
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Advanced Member
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Will U3D 3 support multi threading? |
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| Reikyrr | Oct 27 2012, 05:17 PM Post #12 |
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Forum God
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Does the pope shit in the woods? |
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~Inspirational quote~ | |
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| Dr. Best | Oct 27 2012, 05:39 PM Post #13 |
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Although I am not actively using multi-threading yet, I am designing all components with the possibility of multi-threading in mind. There is going to be some system to ease use of multi-threading and some engine features will make use of it, but I have not planned it yet. It is most likely going to be based upon a well-proven library like boost::threads. |
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| alexmach1 | Oct 27 2012, 06:12 PM Post #14 |
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Graphics addict
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from the u3d studio review thread (because I didn't see this at the time);
what I meant was a system similar to halo's particle system; animated particles have their frames lined up horizontally like a sprite sheet, whereas the random particles are lined up vertically. that way, the system chooses a random frame on the vertical line, then plays the animation along the horizontal line. just clarifying
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| Dr. Best | Oct 27 2012, 07:06 PM Post #15 |
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Yeah, that's going to be possible. You could also do randomization of particle textures in Ultimate 3D 2.1 using multiple particle systems. Independent animation of particle textures isn't possible yet, but will be possible for sure. |
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