It's a lot of work and I'm not the most qualified to do it either, however it's more like pulling apart a lego model and putting back together differently than building something from scratch. In the process I find out more about how it works and I'm able to make it do things I want.smoth wrote:So you are taking on all this stuff, I only gave your threads a cursory read(much of it is beyond my understanding) but it seems like you are taking on a whole lot of code or is this more of a fact finding sort of pursuit?
The desire to do this comes from my experience modding Supreme Commander. I was hell-bent on creating something really new, that hadn't been done in RTS before, and the ENGINE fought me the whole way. Despite anything GPG said about modding it, the reality was, and still is, that beyond the trimmings (models, sounds and basic scripts) you can't force the game to be anything but a typical TA clone (at least, not without some REALLY nasty hacks). It's also poorly documented. Had exactly the same experience with Dawn Of War.
With Supcom me and this other guy, forgotten his handle, we wrote Lua code on top of the engine to do really advanced stuff like MP save and coop play (me) and custom networking (him) but we both found it really slow and frustrating and I decided that was the last time I work on a closed commercial engine.
So I came across to Spring and it's a much better experience. The documentation still sucks but with source code and guys like Auswaschbar, jK, lurker and BrainDamage around I'm generally finding what I need pretty fast.
It'll probably take me about 6 months to get this model / rendering stuff to the point where I'm satisfied, then I'll resume working on my actual mod/game. I only stopped because I have about 100+ models in 3DS format and I got really fucked off with UpSpring. Then, when me and BD got the model loader working (or near enough), I got really fucked off with the renderer (as you can probably tell from my recent threads).
So that's why.
