Game Development Community

TSE in OpenGl

by Bryce · in General Discussion · 10/19/2006 (9:40 am) · 7 replies

Hello GG

I would like to know if TSE is avalible in not only directx, but in opengl mode too. If not, will it support opengl in the future?

#1
10/19/2006 (9:52 am)
Currently it does not.
the abstracted pipeline allows the design to do it.
but the work is too hard to get done.

with all the new ms stuff going on, I seriously doubt it will be completed unless written by a community member.

from the business standpoint there is not alot of money available in it.
#2
10/19/2006 (10:05 am)
That sucks. thanks for the 12-minute response!
#3
10/19/2006 (10:46 am)
Yeah it is very unfortunate that the path changed so much since.
#4
10/19/2006 (5:35 pm)
Well that sucks. I was looking forward to purchasing the next update myself, but I am not really a big fan of DirectX (even though it looks good, it's limitation to support other platforms is a problem.. correct me if I am wrong and it is supported on Mac and Linux.. esp. DX10).

BTW, is it possible to add TSE features (without using TSE) into TGE? I mean, I can always hire some programmer to add features like specular and local maps to TGE, right?
#5
10/19/2006 (5:39 pm)
Alex Scarborough did the GL shader work in Monster Island and Illumina, you may want to consider contacting him about it.
#6
10/19/2006 (5:49 pm)
Wow thanks. Impressive stuff in his profile.
#7
10/19/2006 (6:32 pm)
You can absolutely add features to TGE. However, the basic set-up for how objects render in TGE isn't all that good a fit for modern rendering solutions; it would be hard to do efficient shadow buffers or deferred lighting, for example. You can still do it, but not as optimally as you might like.

If you want an advanced rendering engine based on OpenGL, take a look at the C4 engine. It's strong where TGE is weak, and vice versa.