Tough times for Sandy?

September 29th, 2008 by makc :: General :: RSS 2.0

Hello there again. Last time I promised you 3.0.3 release in August, but that did not happen. Unfortunately, Thomas was not able to work on the project, hence the delay. Meanwhile, the world was not standing still there; papervision now finally has clipping, and away3d now has triangle caching, for example.

So, what are we going to do about that? Well, the plan is still to get that 3.0.3 done, step by step, as soon as possible, and see where do we go from there (most of you already know that there are two ongoing efforts that take Sandy in different directions, haXe and AS2 ports).

Back to the purpose of this post, our devoted users, I would like to hear your thoughts on subject. If you use Sandy, let us know what future would you want for it.

Thanks.

9 Responses to “Tough times for Sandy?”

  1. September 29th, 2008 at 4:23 pm :: saka

    Doesn’t sandy already have clipping?

  2. September 29th, 2008 at 7:18 pm :: Harry B. Garland

    I’m not sure that Sandy has the stature to compete head-to-head with Papervision, so the path to survival may be to develop higher level tools for 3D programming.

    I could really use a good high-level design pattern for creating 3D worlds. I’m not sure how this would work, but it seems like there should be a way to handle 3D objects without being exposed to all the low-level geometry aspects. If I wanted to create a character in a game, it would be nice to have a framework where I can just tell that character to move forward, it would know how to move its feet and walk forward. Right now, Sandy can do that, but I would have to program my own framework to do that. I wonder if there could be a common way of handling that kind of thing.

  3. September 29th, 2008 at 8:17 pm :: makc

    Saka: yes it does; that’s the point.

    Harry: this is not a new idea but this kind of framework could be really build on top of anything. And if we put some work into such framework, it means we will have to take away some work from engine itself. See where does this take us?

  4. October 2nd, 2008 at 8:56 pm :: Larry M

    Guys, just go on pushing the framework, surprise us : recycle objects to not waste memory, include adaptive triangulation wrt camera angles, framerate-dependent rendering quality, come up with a crazy way to use pixel bender to make it all work quicker …
    You’re the scientists, cmon. Raise the framerate !!! In the end that’s all that matters I suppose.
    Great respect for your work and just push it forward.

    Cheers!

  5. October 9th, 2008 at 10:37 am :: game designer

    Now, a random game programming noob like me can use the md2 parser to load player model,
    but how about the game map? bsp?

  6. October 14th, 2008 at 7:44 am :: GS

    Im a noob here and have started to use sandy and or papervision. Is there anything I can do to help speed up development?

    I would hate to have to switch to papervision or any other engine.

    I am not an low lever programmer, but if design, web keep up is needed Im your man.

    thanks for all you do. This is a cool project and dont want it to go to the dogs.

    :)

  7. November 2nd, 2008 at 4:59 am :: P.Svilans

    Sandy…I would just like to tell you, that most 3d engines are missing a point somewhere. The only reason that they haven’t all merged, it seems, is because of their names or something.
    They all follow the same path! One engine releases something new, the other ones look at it, and copy. The bad thing about this is that all the engines advance at the same pace.
    Look for small details. Hell, me and another guy found a tiny, small thing, and I’ll be releasing my own 3d engine soon, and I’m hoping to quickly over come the current engines (how does perfect z-sorting sound to you?)

    Anyways, I just want to tell you, that you guys here at Sandy don’t seem as cocky as the rest of them (none have answered my questions for help on my own engine). Luckily CS4 has built-in uv mapping, so that’s a worry I don’t need to worry about anymore.

    Think outside the box…
    Think about kinematics or something…
    What about a texture class that uses perlin noise to create very different textures for each surface, making the environment more realistic?

    I’m trying to help you out…hopefully we can work together after I release my engine.

    P.

  8. November 7th, 2008 at 5:38 am :: cedric

    The main problem is that people want to do in Flash what is done on their Playstation…

    Creative works in Flash with 3D can be count on the finger of my left hand, it’s a shame.

    People want high framerate, want 30000 polygons per scene, want rigging, want complex lighting, want FX… bus doesn’t want to work nor understand. If people want all of this, why they don’t work with Director , Java, Unity or Virtools ? Too complicated ?

    If we look at the SuperNes games, we can find so amazing games… without 3D !! So how many games in Flash can be compared with Super Nes games ?

    I think people want powerful 3D features just to hide that they aren’t creative nor competent.

  9. November 7th, 2008 at 5:46 am :: cedric

    So on my wish list, I suggest a new kind of sprite. What’s beyond the Sprite2D and the Sprite3D ?

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