Re: [CsMain] Blender Crystalspace3d export don't work for me

2014-05-26 Thread Christian Van Brussel
The access to the CS UI has changed a few months ago, now you need to select the "CrystalSpace" render view such as explained at http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4. Would it be the problem you were having? Otherwise, is there some relevant messa

Re: [CsMain] Source Build Failing

2014-04-24 Thread Christian Van Brussel
On Wed, 2014-04-23 at 20:51 -0500, John Schneiderman wrote: > On Tuesday 22 April 2014 17:00:07 Christian Van Brussel wrote: > > This is a known problem, Bullet introduced some API breakage in 2.81, > > and managing this API change within CS is not easy. > > Does that mean

Re: [CsMain] Source Build Failing

2014-04-22 Thread Christian Van Brussel
On Sat, 2014-04-19 at 12:39 -0500, John Schneiderman wrote: > Not a problem. I'm eager to start using the library. But it seems I've > found > another build issue with bullet library. I've grabbed the first > compiler error. > > Error from Bullet Library version 2.81 This is a

Re: [CsMain] Queries regarding 'Car racing games improvement' proposal for GSOC

2014-03-17 Thread Christian Van Brussel
On Sun, 2014-03-16 at 16:17 -0400, Ulf the Moose wrote: > Re: destruction model - would the amount of visible damage have to be > created with multiple pre-made meshes or could it be generated > dynamically/procedurally. Maybe the pre-made approach can be implemented first, then the dynamic approa

Re: [CsMain] Queries regarding 'Car racing games improvement' proposal for GSOC

2014-03-16 Thread Christian Van Brussel
On Fri, Mar 14, 2014 at 9:24 AM, Shivoam Malhotra mailto:shivoam.malho...@gmail.com>> wrote: What exactly is meant by 'Destruction model of the car? Also, turbo engine refers to a nitrous type effect right? Hi Shivoam, the idea list for the car racing project is based on the typical

Re: [CsMain] bullet and CEGUI fail to build

2014-03-07 Thread Christian Van Brussel
Sorry but the pastebin link you provided doesn't lead to any post for me. Could you resend your error messages, eg as an attachement of your mail? On Tue, 2014-03-04 at 01:05 +0530, Nilay Engineer wrote: > Hello everyone, > > > I am trying to build CS on Visual Studio 2013 Express but no

Re: [CsMain] current state of exporters

2014-03-04 Thread Christian Van Brussel
On Tue, 2014-03-04 at 14:46 +0100, Jorrit Tyberghein wrote: > > The blender2crystal export is doing pretty good. On 3dsMax > I'm not sure > > what the current status is. > > > > Christian and Sueastside can probably tell more about > blender2crystal

Re: [CsMain] Crystal-main Digest, Vol 84, Issue 3

2014-02-26 Thread Christian Van Brussel
On Wed, 2014-02-26 at 13:36 -0300, Walter D'Avila Neto wrote: > > Wore the link http://www.crystalspace3d.org/trac/CS/wiki/SoC hacked? If you are talking about the "Bug" scribbled upon "Crystal Space", then it's intended. That's Frank that drawn that and we are all very satisfied with his artist

Re: [CsMain] Reg: Introduction to Crystal Space

2014-02-07 Thread Christian Van Brussel
Hi and sorry for this late answer, if you plan to do a GSOC, then you can have a look at the GSOC idea page: http://www.crystalspace3d.org/trac/CS/wiki/SoC%20Ideas This list has not been updated since the last GSOC, but this can give you an idea of the last topics that were worked on. Some of the

Re: [CsMain] GSOC 2014: New to Crystal Space

2014-02-07 Thread Christian Van Brussel
Hi and VERY sorry for this VERY late answer, since your question is very similar to the one posted by Kshitij, I'll be lazy and simply cut & paste my answer: if you plan to do a GSOC, then you can have a look at the GSOC idea page: http://www.crystalspace3d.org/trac/CS/wiki/SoC%20Ideas This list

Re: [CsMain] Contribute to CS

2014-01-21 Thread Christian Van Brussel
On Sun, 2014-01-19 at 05:15 +0530, ROHAN SAPRE wrote: > Thank you for replying. I have started reading the documentation. I'll > try to understand the code and work on the tutorials. Hi Rohan, one aspect that CS is needing are some better demos and tutorials. As a newcomer to CS, you might see b

Re: [CsMain] (no subject)

2013-05-08 Thread Christian Van Brussel
On Tue, 2013-05-07 at 20:57 +0300, Olexandr Buchkovsky wrote: > I already make a proposal so I hope to work with you by this summer. ;-) Sorry, I missed the fact that you already introduced your proposal. > Should I make any demos or answer for your questions to be accepted > for this project? Y

Re: [CsMain] (no subject)

2013-05-07 Thread Christian Van Brussel
I'm afraid the GSOC proposal deadline was last Friday. You're therefore unfortunately no more eligible for the GSOC of this year. -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive

Re: [CsMain] (CrystalFighter) Could use some advice on my game from the community.

2013-05-03 Thread Christian Van Brussel
On Thu, 2013-05-02 at 22:08 -0700, Jim Sager wrote: > I'd need to have 3d models for anyone to want to play the game. Isn't it possible to find some free ones on the net, at least to start with? Eg at http://www.blendswap.com/search?term=spaceship or http://opengameart.org/ --

Re: [CsMain] GSoC 2013

2013-04-18 Thread Christian Van Brussel
On Wed, 2013-04-17 at 12:40 -0300, Pedro Arthur wrote: > Thanks, for the tips, I'm thinking to change from Relaxed Cone Step Mapping to a Screen Space Anti-aliasing > technique, it would fit with the Deferred RM since there is currently no AA suport for Deferred RM, and yet not being so simple to i

Re: [CsMain] GSoC 2013

2013-04-17 Thread Christian Van Brussel
Hi Pedro, On Tue, 2013-04-16 at 12:13 -0300, Pedro Arthur wrote: > I plan to start with SSAO (that I'm already familiarized), after that DoF possibly with Bokeh, the proposed Relaxed Cone Step Mapping, and others features if we have time. > I'm thinking to implement the first two features as "e

Re: [CsMain] GSoC 2013

2013-04-16 Thread Christian Van Brussel
On Sat, 2013-04-13 at 19:25 -0300, Pedro Arthur wrote: > I'm thinking to start implementing a "demo browser" for easy > viewing features, implementing single feature demos and write a small > documentation explaining the implemented feature. Hi, what are the rendering techniques that you plan

Re: [CsMain] io_scene_cs : how to work around lack of Blender modifiers support ? -- bug with Alt+d and factory reuse ?

2012-08-26 Thread Christian Van Brussel
Hi Vincent, Anthony and I didn't got the time to look closely at the several problems of cs_scene_cs we talked recently, and we won't probably be able to look at it until at least two weeks. So feel free to commit whatever changes you wish, and the ones you propose seems very interesting :)

Re: [CsMain] io_scene_cs : how to work around lack of Blender modifiers support ?

2012-08-17 Thread Christian Van Brussel
On Fri, 2012-08-17 at 16:42 +0200, Vincent Knecht wrote: > So what's the most practical way to deal with them ? Probably the best thing that can be made would be to extend io_scene_cs in order to manage as most modifiers as possible. This is not always tricky although, and the array one is most pr

Re: [CsMain] Random topic for discussion (I don't mind if this gets thrown out; just want to toss it up)

2012-08-14 Thread Christian Van Brussel
We have worked on tools similar to the ones of the game Portal through the GSOCs 2011 and 2012 on physics. To summarize, the base tools are there but there would still be quite a lot of work to be made in order to have everything working properly. There are at first problems within CS with portal

Re: [CsMain] Import CS in Blender

2012-06-13 Thread Christian Van Brussel
It has its own format. The documentation on it is here: http://www.crystalspace3d.org/docs/online/manual/Map-Format-Reference.html > Just a quick semi-related (and most likely painfully obvious, sorry) > question: does Crystal Space implement it's very own specific format, > or does it implement

Re: [CsMain] Import CS in Blender

2012-06-13 Thread Christian Van Brussel
>> Is there >> (open-source) software that pretty much does what blender does, that >> can manipulate cs data directly ? One solution would be to implement the export from CS to the Assimp library, this would allow to export a file from CS to any of the export formats available in Assimp. This ex

[CsMain] New official Blender exporter for CS

2012-02-11 Thread Christian Van Brussel
Along with the upcoming V2.0 release, a new exporter add-on for Blender has been added recently to the CS repository. This becomes the official script for exporting Blender files of the 2.6x series and above into Crystal Space. This script is a joined effort between the teams of Peragro Tempus and

Re: [CsMain] Searching CS code tree using grep and avoid .svn directories question

2012-01-20 Thread Christian Van Brussel
On Tue, 2012-01-10 at 08:08 +0100, res wrote: > Once you started to actually modify source files you probably want to > exclude backup files as well; to accomplish that, pass ‘--exclude=*~’ on > the command line. I do the file selection by using the 'find' command instead. I also use the 'H' switc

Re: [CsMain] Looking for developers to help integrate MakeHuman project with CS

2011-10-20 Thread Christian Van Brussel
On Wed, 2011-10-19 at 22:05 -0700, Matthew Lagoe wrote: > As long as the exporter exports the animations and morph targets > everything should carry over just fine :) The problem is more complex than that because we are also interested by other data from MakeHuman such as the clothes and hairs, an

Re: [CsMain] Looking for developers to help integrate MakeHuman project with CS

2011-10-18 Thread Christian Van Brussel
> I'm largely ignorant of the technical details, which leaves me free to > throw out possibly stupid or insane questions, such as: > > Would it be possible to tag the vertices and bones to provide "hints" > for retargeting. Something along the lines of creating a vertex group > "knee" that would be

Re: [CsMain] Looking for developers to help integrate MakeHuman project with CS

2011-10-18 Thread Christian Van Brussel
> Sure like you were saying everything should be done in blender then > imported > into ares, really what is needed is a better blender exporter not a > makehuman importer in ares, I cant think of any task that should go direct > from makehuman to ares, except maby the model but is it really that m

Re: [CsMain] Looking for developers to help integrate MakeHuman project with CS

2011-10-18 Thread Christian Van Brussel
> The animation retargeting tools mentioned below, would be able to map > the mesh, animation and skeleton when the artist makes changes? > > I would love to be able to "morph" the bones of the skeleton, such > that you could make a tall man and a short man with the same skeleton > that could use a

Re: [CsMain] Looking for developers to help integrate MakeHuman project with CS

2011-10-18 Thread Christian Van Brussel
> you dont really want to make a full on animation > program prolly :) Well, actually, yes. We plan to load directly the data from MakeHuman in order to be able to generate dynamically a huge set of characters. This would allow a complete in-game customization of the characters. ---

Re: [CsMain] Looking for developers to help integrate MakeHuman project with CS

2011-10-18 Thread Christian Van Brussel
> Would it be possible to pull Makehuman into CS, as you are discussing, > and then make the animations/morphs in Blender and just export the > animation data from Blender and apply it to Makehuman already in CS. > That way there is no need to export all of Makehuman every time. This depends of th

Re: [CsMain] crystalspace msvcp90d.dll missing

2011-08-11 Thread Christian Van Brussel
On Thu, 2011-08-11 at 01:21 +0800, Jubert Ledesma wrote: > Problem with crystalspace . Was able to compile CrystalSpace using vc > ++.net 2008 but when I tried to run some of the samples I keep getting > this error msvcp90d.dll missing. The 'd' in 'msvcp90d.dll' is for 'debug'. Have you installed

Re: [CsMain] Modifying meshes in Crystal Space

2011-08-11 Thread Christian Van Brussel
On Wed, 2011-08-10 at 12:54 -0400, Ulf the Moose wrote: > I've heard gossip that there is/may be support for shape keys/morph > targets (I forget the exact term). This requires defining the changes > to the mesh in the modeling app, not in CS. The main missing feature of animeshes are morph anima

Re: [CsMain] Modifying meshes in Crystal Space

2011-08-11 Thread Christian Van Brussel
These answers are relevant to the CS 2.0 branch, which is the advised version to use. * About dynamic meshes/worlds: If you want to animate manually a mesh, you may use a genmesh and implement a class inheriting from iGenMeshAnimationControl. This latter interface allows you to update the topolog

Re: [CsMain] webpage?

2011-07-27 Thread Christian Van Brussel
On Sun, 2011-07-17 at 20:50 -0700, Matthew Lagoe wrote: > Just wondering what else is needed to get the new CS website up and > running, may be able to give a hand if needed. Probably still many things to do: migrate the current CS forums, find a solution for the two different track systems to be

Re: [CsMain] Animesh support for planeshift and tempest in the aether

2011-05-31 Thread Christian Van Brussel
On Mon, 2011-05-30 at 16:18 -0400, Brian Lee Bonfonti wrote: > Our development at Tempest in the Aether is somewhat hindered by the > lack of support in the ps engine for Animesh. Xordan has agreed to add > this support when he has time, but I would like a better understanding > of what is needed.

Re: [CsMain] CEL Paths

2011-05-25 Thread Christian Van Brussel
On Tue, 2011-05-24 at 22:58 -0400, Yuan Kang wrote: > I see several notifications for loading plugins, and their paths. But > it fails on crystalspace.mesh.loader.factory.sprite.cal3d, which is > probably why the object can't get loaded. I can't see the .so file for > that either. Where should that

Re: [CsMain] CEL Paths

2011-05-23 Thread Christian Van Brussel
On Sat, 2011-05-21 at 23:50 -0400, Yuan Kang wrote: > Once I set the right paths, the CS tests were generally working fine, > but when I tried walktut for CEL, I get this message: What do you mean by having to set the right paths? For running CEL, once you get CS compiled, you shouldn't have anyth

Re: [CsMain] Tempest in the Aether Press Release.

2011-05-17 Thread Christian Van Brussel
> I think we prefer it in plaintext actually :P The problem is that the CS website uses MediaWiki which has its own formatting rules, not compatible with HTML. I've managed to reformat your text. However, I removed the images by easiness: http://www.crystalspace3d.org/main/Main_Page ---

[CsMain] GSOC 2011 projects

2011-04-26 Thread Christian Van Brussel
The projects for the Google Summer of Code 2011 at Crystal Space have been chosen. We are happy to have got once again six slots. Here is the list of accepted projects: * Antony Martin: support of GLSL shaders * Santiago Sánchez : approximating dynamic global illumination * Alexandru-Teodor Voicu

Re: [CsMain] [Crystal-develop] New winlibs: 2.0_001

2011-04-23 Thread Christian Van Brussel
> My plan is to make a 2.1 version in the nearer future, which would > include the Open Asset Import Library (aka “assimp”) - only used by CS > 2.1 Oops, sorry but finally the Assimp plugin was integrated in 2.0 in r36048 --

Re: [CsMain] Project Ares Demonstration Video

2011-04-11 Thread Christian Van Brussel
> The code in the source files seem to be MIT licence. Perhaps the google > code > page just has the wrong one set. I guess the code is under MIT while the assets are under CC 3.0. BTW, there is an issue with the castle map of CS, see http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=592926. We m

Re: [CsMain] [Crystal-develop] Deadline for GSoC student proposal: 8 april!

2011-04-07 Thread Christian Van Brussel
The deadline for submitting the proposals is today Friday 8th at 12am! Some students having proposed a project on the CS mailing lists have still not submitted their project on the GSOC system. If they don't do it then it will be impossible to accept their project. Please submit your project ASAP

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-07 Thread Christian Van Brussel
About the completeness of the current network layer in CEL: it is already more or less complete, all main functionalities are working and have been tested with two different propclasses (pcactormove and pclinmove). Only some few fixes would be needed: - the disconnection is not correct. IIRC it wo

Re: [CsMain] [gsoc 2011] Video decode support

2011-04-07 Thread Christian Van Brussel
On Thu, 2011-04-07 at 15:26 +0200, res wrote: > Goal should be easy video playback, not a media playback framework. That's true. An interesting feature would however be eg to be able to select the audio stream depending on the language of the user. So some functions such as listing and selecting

Re: [CsMain] [gsoc 2011] Video decode support

2011-04-07 Thread Christian Van Brussel
One issue that we may run into is that we may need basic video decoding support rather soon here at UCL, so we may need to implement some basic support for that before the start of the GSOC project. I would not modify your proposition because of that, but it is possible that a part of the job woul

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-06 Thread Christian Van Brussel
On Wed, 2011-04-06 at 12:20 +0100, Dan Walters wrote: > Bringing the library into the project as a header / source only > include and committing to the CEL repository is an option? If so, this > should be a very easy task and make configuring compiling much easier. > I can add this to my proposal.

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-04 Thread Christian Van Brussel
> IIRC, doesn't the current networking stuff use some 3rd party dependency > that nobody has, and thus the network code is practically not used? > > So, to get a network layer that is actually used, going the other way > round may actually be better - aim for dropping the external library and > do

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-04 Thread Christian Van Brussel
> Once I have done a couple, it should be easy to roll out to others. It may not be that easy. Some propclasses will indeed be rather straightforward to implement once you have done a couple, but you may have more problems with some others. Characters motion and physical objects are examples of o

Re: [CsMain] GSoC project: approx GI in image space

2011-04-04 Thread Christian Van Brussel
One problem I find in your current proposition is that the different steps needed to achieve SSDO are not really detailed, so it's quite hard to evaluate the feasability of the task. Could you try to split the job in sub-tasks, explain a bit what would be needed concretely for each of them at the C

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-04 Thread Christian Van Brussel
> a useful explanation. I think this relates to my networking layer / > communication layer / entity layer explanation? The network layer in CEL contains your networking and communication layers. Your entity layer, well, is at the same level of the entities and propclasses of CEL (ie step 3). >

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-04 Thread Christian Van Brussel
For sure, an UDP implementation is more adapted to fast games than TCP. But an incomplete UDP implementation is as useless as an incomplete TCP implementation. So, there is really no point to provide an UDP alternative to the existing network layer, if in the end it still remains unused. The netw

Re: [CsMain] [GSoC2011] Multi-Purpose UDP Networking System For Robust Client To Server Communication

2011-04-03 Thread Christian Van Brussel
Hi, a network layer in CEL is clearly of great interest. But I see one main problem to your current proposition: it does not seem to care at all about the current network layer of CEL (see CEL/include/physicallayer/network.h). However, if I remember correctly, the guy who wrote it spent almost a

Re: [CsMain] What about the new website?

2011-04-03 Thread Christian Van Brussel
> Would be cool if someone can do something. At least a subdomain of > crystalspace3d.org that we can put the new website up on and start content > transfer. Maybe you can try a personal mail to Andres, there's more chance that he will read it

Re: [CsMain] Tempest in the Aether

2011-04-02 Thread Christian Van Brussel
> [16:12] To the CS guys: I have b2cs set up and seemingly working > with CS 1.4 on ubuntu. I have exported amesh as animesh but do not know > how > to test if it is working. It does not show up animated in walktest like > exporting asgenmesh does. In 1.4, the animations of the animeshes aren't s

Re: [CsMain] [gsoc-2011] Cascading Light Propagation Volumes

2011-04-02 Thread Christian Van Brussel
> My proposal focuses on implemented LPV in crystalspace. I have attached a > draft, and would appreciate any comment, especially regarding how to > abstract the whole technique in a way that makes it usable with other > deferred techniques. > Regards, Andrei Hi Andrei, This is clearly another in

Re: [CsMain] GSoC project: approx GI in image space

2011-03-31 Thread Christian Van Brussel
On Thu, 2011-03-31 at 05:23 +, Santiago Sánchez wrote: > My idea is basically implementing the technique described in the paper > ”Approximating Dynamic Global Illumination in Image Space” which you > can find here: > http://www.mpi-inf.mpg.de/~ritschel/SSDO/ This is clearly an interesting tec

Re: [CsMain] Advice for a GSoC idea

2011-03-28 Thread Christian Van Brussel
> I've got a much higher revision (36022), my engine.cfg doesn't look like that > at > all, I'm on V1.4 branch. Deferred renderer is on 1.9 only, I don't know what exact version you use but you'd better check trunk. You have to comment/uncomment the following lines: Engine.RenderManager.Defaul

Re: [CsMain] Advice for a GSoC idea

2011-03-28 Thread Christian Van Brussel
> build CS and run “deferreddemo”. Another option is to change lines 10 and 12 at http://crystalspace3d.org/trac/CS/browser/CS/trunk/data/config-plugins/engine.cfg?rev=35484 This way you have access to more tests and demos. ---

Re: [CsMain] Advice for a GSoC idea

2011-03-27 Thread Christian Van Brussel
> is the deferred renderer of CS usable for such > a technique? If it lacks some features, would it be a good idea to > complete it > as part of the GSoC project? I don't actually have any experience with CS. > Is this project relevant to CS's interests? Would an indirect lighting > renderer > be

Re: [CsMain] Advice for a GSoC idea

2011-03-27 Thread Christian Van Brussel
> A bit off-topic, but have you thought of translating the page to > English? You would probably reach a much larger audience that way, > especially in the open-source world. :) Personally, I'm happy to finally read something in my mother tongue ;) ---

Re: [CsMain] GSOC Project Idea

2011-03-26 Thread Christian Van Brussel
> Would be nice if we could add physics based animations (dynamic > animations) to CS/Animesh as a GSOC project. The concept has been > around forever and used in games since the late 90's so there is > plenty of resources on it. Here are some video's etc on what it is/how > it works. I was hesita

Re: [CsMain] Looking for some guidance on a GSoC proposal

2011-03-25 Thread Christian Van Brussel
Hi, On Fri, 2011-03-25 at 08:23 -0400, Thomas Liu wrote: > This is my first time doing SoC, and so I'm not really too sure how > things work. The part I'm a little unsure of is on creating a > timeline for working on something like this. I don't know how long > implementing something like SSAO w

[CsMain] CS in an Immersive Virtual Environment

2011-03-14 Thread Christian Van Brussel
Posted as a news on the CS website: The Electrical engineering department of the Institute of Information and Communication Technologies, Electronics and Applied Mathematics at Université catholique de Louvain uses Crystal Space in its developments since a couple of years. For the need of their wo

Re: [CsMain] Blneder 2.5 support

2011-02-23 Thread Christian Van Brussel
> Seems to me that the best solution would be being able to load the > .blend or w/e into CS. Exporters suck ^.^ That's precisly what does the Assimp plugin I was talking about: you feed it with whatever file format you want (.blend, .3ds, .obj, etc) and it's loaded transparently into CS, without

Re: [CsMain] Blneder 2.5 support

2011-02-23 Thread Christian Van Brussel
> This is a "Crystalspace user" point of view : *import features should be > a core part of the engine* and a top priority concern for crystalspace This is actually a topic on which we are currently working on. Probably, the more interesting solution is an importer based on the Open Asset Import

Re: [CsMain] Blneder 2.5 support

2011-02-18 Thread Christian Van Brussel
> Something like this? > http://wiki.peragro.org/index.php/Tools/B2.5CS Yes, the blender2crystal project isn't really active at the moment, and the link posted above is the current one solution for exporting from the Blender 2.5x series. This script has no support yet for animeshes however, so yo

Re: [CsMain] [Website Proposal] Finished!

2010-12-28 Thread Christian Van Brussel
Great work, this new visual layout looks really nice. Some notes: * CS has actually 3 Trac's: one for CS, one for CEL and one for the website (although the last one has actually almost never been used). Maybe the website trac can be dropped, but that's probably better to keep the CS and CEL trac'

Re: [CsMain] Communication Channels

2010-10-11 Thread Christian Van Brussel
> I think the organization of the forum topics should be revised to. > There are way to many of them for the (comparatively) small user base > that CrystalSpace currently has. Some of them could be merged, like > "Project Discussion", "WIP Projects" and "Finished Projects", for > instance. Also, co

Re: [CsMain] New website design and infrastructure

2010-10-11 Thread Christian Van Brussel
I think Drupal would be a better choice than > Mediawiki, as it is much easier to make it feel like a "normal" site, > and not like a slightly mis-used wiki. There are many reasons to not try to switch to another Content Management System, Frank has listed many of them on the mailing list during t

Re: [CsMain] Website Theme Mockup

2010-09-03 Thread Christian Van Brussel
Hi all, Denis Washington has kindly given us access to the data files he created for the website mockup he proposed few months ago. I uploaded these files on the svn: http://crystalspace3d.org/trac/CS/browser/siteskin/branches/mockup_v2.0 There are some svg files with some test pages, and the st

[CsMain] End of GSOC 2010

2010-08-17 Thread Christian Van Brussel
Yesterday was the last official day of the Google Summer Of Code 2010. This year GSOC was really interesting for Crystal Space. Six different projects were funded and all of them leads to really interesting and promising features that will be really useful in the future of Crystal Space. I would

Re: [CsMain] Website Theme Mockup

2010-08-16 Thread Christian Van Brussel
> Just wondering if you (or someone else) were interested in this, I figure > I > could do a backend and have it done in ~1 week just need someone to CSS it Working toward a better visual theme of the website would be terrible. That would be great if we can take what Denis has already made and sta

Re: [CsMain] registration and help

2010-08-05 Thread Christian Van Brussel
> tried this code: > > view->Draw(); > img = csPtr (g22d->ScreenShot()); > unsigned char *buffer = (unsigned char *) img->GetImageData(); > cvNamedWindow("Optical Flow", CV_WINDOW_AUTOSIZE); > IplImage* img=cvCreateImage(cvSize(320,280),IPL_DEPTH_8U,1); > cvSetData(img,buffer,img->widthStep); >

Re: [CsMain] registration and help

2010-08-05 Thread Christian Van Brussel
> ok got it in the buffer now how to input it in a function for example > > opencv::opticalFlowCalc(image(the image in the buffer)); Now you have to watch in the OpenCV library how to import images into it. Please refer for example to http://www.cs.iit.edu/~agam/cs512/lect-notes/opencv-intro/open

Re: [CsMain] registration and help

2010-08-04 Thread Christian Van Brussel
>> csRef img (csPtr (G2D->ScreenShot ())); >> >> This means the current frame! right? It depends when you call it as it will return the current content of the buffer. You may call it for example after the call to view->Draw () at the end of csApplicationFramework::Frame(). >> if this gets me the

Re: [CsMain] Yo Frankie dvd tutorial

2010-08-01 Thread Christian Van Brussel
> Christian, could your recent animesh/skeleton changes have affected/caused > this problem? > Perhaps something in CEL not working right any more? There have been some few changes before 18-7-2010, but none of them are supposed to have modified anything to this behavior (ie mainly the behavior o

[CsMain] DEnG-VE workshop paper

2010-06-21 Thread Christian Van Brussel
Hi all, I'm back from Berlin, from the workshop on "Design and Engineering of Game-like Virtual and Multimodal Environments" (http://research.edm.uhasselt.be/~craymaekers/deng-ve/), where the paper on CS and CEL was presented. The workshop was interesting, it was a good opportunity to present CS

Re: [CsMain] Reflectivity of a surface

2010-06-18 Thread Christian Van Brussel
On Fri, 2010-06-18 at 17:01 +0530, Mohit Taneja wrote: > Infact the reflectivity of the surface is also required while > scattering the photon, if the surface has high reflectivity, we should > have specular reflection for most of the photons and if the surface > has lower reflectivity, we should h

Re: [CsMain] GSoC application

2010-05-01 Thread Christian Van Brussel
> Sounds like a good idea to me. I suppose you'll need to discuss it more > with > Andrew (mentor) and Leonardo (student). It seems important to me too. Other thoughts for the path finding GSOC: - graph traversal algorithms such as A* are not specific only to path finding but may be used in other

Re: [CsMain] GSoC 2010 Proposal

2010-04-07 Thread Christian Van Brussel
> Hello, my name is Joe Forte and I am interested in working on a deferred > shading project for Crystal Space during GSoC 2010. I have attached my > proposal and would greatly appreciate any comments or advise. It seems excellent. Could you upload it on the GSOC web page so that we can discuss it

Re: [CsMain] GSoC application

2010-04-01 Thread Christian Van Brussel
> Hierarchical pathfinding seem to be a good solution for handling big maps. > > In the case of online calculation of the nav mesh, the whole map would > have > to be processed prior to any pathfinding, right? Since we would need the > weights for the edges of the high level graph (which would be t

Re: [CsMain] GSoC Application

2010-04-01 Thread Christian Van Brussel
> Perhaps however, further work on the existing shader system, > such as support for GLSL, would make a good project. Deferred shading is also an interesting topic. -- Download Intel® Parallel Studio Eval Try the new

Re: [CsMain] GSoC application

2010-04-01 Thread Christian Van Brussel
> > How would this system work? Pathfinding for the unit would be done > inside the loaded sector using the graph normally, and when the unit > crossed the portal area (when chasing another unit, for example), it > would load the next sector? > And if we wanted to plot a path crossing a few diffe

Re: [CsMain] GSoC 2010

2010-03-31 Thread Christian Van Brussel
Hi, I'm far from being a specialist in shaders and CS's rendering, so I won't feedback on the SSAO part of your proposal (although it seems great ;) . One problem I see is about the optional SSS implementation. The problem is that it is completely different from SSAO, and maybe also much more com

Re: [CsMain] GSoC application

2010-03-29 Thread Christian Van Brussel
> Is iCelGraph only used in the pathfinding algorithm? If so, it should be changed to Detour's structure (or at least be able to feed Detour this kind of data). Yes, I think iCelGraph is used only in path finding. I'm not sure of the differences existing between iCelGraph and the data structure us

Re: [CsMain] GSoC application

2010-03-27 Thread Christian Van Brussel
Having Recast & Detour (R&D) integrated in CEL is probably the one great thing to have, and secondly a good demo/tutorial application. Steering behaviors can probably be a GSOC project in itself, and it is better to have a good support for path finding before working on it. Few notes/ideas: - the

Re: [CsMain] GSoC 2010

2010-03-23 Thread Christian Van Brussel
> I think I could be a relatively low-maintenance student :) > > Was thinking about applying again this year. Its been hard to carry on > working on the project this year with the beginning of my pHd but I will > be writing my qualifying dissertation during the GSoC programming time and > will reli

Re: [CsMain] [GSoc 2010] GSoC application for lighter2 improvements

2010-03-23 Thread Christian Van Brussel
> Honestly id say making the results better is more important then making it > faster. lighter2 is already fairly fast and really only slows down when > you > go REALLY insane. Shure faster is better but you only do it once. So ya... I agree having good results is better than having bad results qu

Re: [CsMain] [GSoc 2010] GSoC application for lighter2 improvements

2010-03-23 Thread Christian Van Brussel
Your proposition seems great to me. I have two notes: - Scott Johnson is currently looking at the code of the previous GSOCs on that topic. He may have some feedback to add. - you are talking about multi-threading the lighting process. It seems to me that it is better to parallelize the process on

Re: [CsMain] To know more about the interview of GSOC student application

2010-03-14 Thread Christian Van Brussel
> I would like to know what will be criteria for the interview, if you > can.Also , it is written that we should have a knowledge of C++.So , does > it > mean it will be checked in interview or should I produce some code for it > using different aspects of c++ like inheritance etc. In French, ther

Re: [CsMain] GSoC 2010

2010-03-11 Thread Christian Van Brussel
On Thu, 2010-03-11 at 00:06 +0100, res wrote: > > What are the possibilities about > > reading the global illumination from a HDRI file/light probes (see > > http://www.debevec.org/Probes/)? > Not possible right now, although interesting, at least for certain > cases. The Debevec probes contain lig

Re: [CsMain] GSoC 2010

2010-03-08 Thread Christian Van Brussel
> BTW, if you have any ideas on improvements on animesh or CS in general > that you think would be neat, but you won't be able to spare the time > (doesn't everyone have that kind of ideas? ;), feel free to add that to > the "SoC ideas" page: I added too some comments on the Preliminary/GSOC Ideas

Re: [CsMain] GSoC 2010

2010-03-08 Thread Christian Van Brussel
I can also be a mentor if there are some student on the animated mesh part or on the CEL network. On Sun, 2010-03-07 at 15:21 +0100, res wrote: > On 06.03.2010 17:52, Mike Gist wrote: > > Hey, > > > > Just a reminder that mentoring orgs applications for GSoC open on the > > 8th (closing on the 12

Re: [CsMain] 'Features' page of the website

2010-02-26 Thread Christian Van Brussel
Here are some chosen examples of what other engines have in their 'features' page: Ogre3D: http://www.ogre3d.org/about/features - Clean, uncluttered design and full documentation of all engine classes - Load textures from PNG, JPEG, TGA, BMP or DDS files, including unusual formats like 1D texture

[CsMain] 'Features' page of the website

2010-02-26 Thread Christian Van Brussel
Hi all, I wrote a draft for the 'Features' page of the website. You can find it here: http://crystalspace3d.org/trac/homepage/wiki/Features I tried to list all features of CS & CEL, and to arrange them by sets. I also tried to have a small description for all features, and the challenge is findin

Re: [CsMain] Website Theme Mockup

2010-02-17 Thread Christian Van Brussel
> I can scribble "bug" over the new logo as well, no big deal. Great. It would be a shame to loose such a masterpiece of minimalist art because of some sad considerations on esthetics or visual consistency. -- SOLARIS 1

Re: [CsMain] Website Theme Mockup

2010-02-17 Thread Christian Van Brussel
> What's wrong with the current logo for trac? Nothing, I would even say that I like the current one. But if there is a new CS logo then we may probably unify all sub-logos to the same template. -- SOLARIS 10 is the OS

Re: [CsMain] Website Theme Mockup

2010-02-17 Thread Christian Van Brussel
It is a really good job. The layout looks really great, it is simple and nice, and looks very professional. I like the logos too, it's a nice improvement of the previous one, and it is great to have unified CS, CEL and CELStart. Having a web site with a graphical layout of this quality is an import

Re: [CsMain] A helping hand

2010-02-11 Thread Christian Van Brussel
On Sun 7 2010-02-07 at 16:16 +0100, Lirrec wrote: > What about creating a wiki-page to note all suggested changes and > outdated pages, so there's a kind of checklist we can work on? I created a 'Whiteboard' page for the web site of CS: http://trac.crystalspace3d.org/trac/homepage/wiki/Developer%2

Re: [CsMain] A helping hand

2010-02-11 Thread Christian Van Brussel
> I can make music for it if you want, just let me know. It could be great. Another great thing may be sounds for the environment + collisions of Frankie's car. But it is probably better to wait a bit that the demo is effectively made, so that we can see what we mostly need. ---

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