by motorsep » Sun Jun 17, 2012 10:04 pm
I'd like to ask Doom 3 gurus here a couple of questions.
I am still pondering the idea of using Doom 3 for Steel Storm 2. The questions is how hard would it be to work with Doom 3 compare to DarkPlaces ?
As Spike mentioned, working with ODE and skeletal is a pain (plus DP still has ODE broken in csqc). Documentation is zero on ODE, skeletal, and menuqc (menuqc is a b17ch, even with some help it takes ages to get simple menu with both kb and mouse working; I think scripting menu in Doom 3 would take equally long, but at least there is a comprehensive documentation for that) or most of the QuakeC (not the Quake 1 QuakeC) for that matter.
Quickly going over the scripts in Doom 3 and glancing at the SDK revealed that all the systems are ready and exposed to the script. All I have to do is to script characters, etc. and they will be looking up and down, their heads will follow other entities , etc. I am simplifying the case of course, but the documentation and commented scripts should help the development IMO.
One thing I wonder about is mesh collisions. How are they in Doom 3 ? Is it possible to have huge walking mechas and have player / monsters to walk under it?
So the ultimate questions are if it worth moving to Doom 3 GPL from DP, and how much more difficult would it be to develop using Doom 3 (I am not concerned about art pipeline at all, just coding), and would I be able to get away with mostly scripting vs C++ coding since SS2 is traditional FPS with some elements of other genres (occasional NPCs, etc.) ? Thanks.