Re: L -- FlyFF :> (Linux)
Quote:
Originally Posted by
Addi
While Direct3D is quite far ahead in terms of maturity, they're virtually identical in features, so converting FlyFF from one to the other shouldn't be incredibly difficult, especially since FlyFF is like Nintendo 64 level in graphical complexity.
Direct3D quite far ahead in maturity? I would't say that, OpenGL is supported on more platforms and its performance is (often) better than Direct3D. So in which way is Direct3D more 'mature'? It's not because it's owned and developed by Microsoft that it's more 'mature' than OpenGL.
Quote:
Originally Posted by
Addi
Pretty sure even the servers make use of d3dx for various things so without an emulator [such as WINE or I think Bootcamp], nuh you can't.
Bootcamp isn't an emulator at all. It's Apple's fancy name for a disk formatting tool and a bunch of Mac drivers for Windows.
Re: L -- FlyFF :> (Linux)
If the server could run on Linux, that would be nice I guess.
@Max98 Krispy Kreme - The Baddest - YouTube that really fits your user title.
Re: L -- FlyFF :> (Linux)
Quote:
Originally Posted by
manneke
Direct3D quite far ahead in maturity? I would't say that, OpenGL is supported on more platforms and its performance is (often) better than Direct3D. So in which way is Direct3D more 'mature'? It's not because it's owned and developed by Microsoft that it's more 'mature' than OpenGL.
Basically, anything developed by Microsoft or any other reputable company, such as Google, is likely to be higher quality than the open source alternatives. Open source fanatics always make the argument of benchmarks, yet benchmarks are so limited and can be manipulated to look like one product is better than the other by just testing areas where their product excels.
In my opinion, DirectX is preferable in any gaming application. However, OpenGL is a good alternative if you're marketing to non-windows platforms.
Re: L -- FlyFF :> (Linux)
Okay how about this, don't rewrite the directX, simpily just make it so if someone is using a mac it runs in a emulator without them knowing it does, but then don't you also have the problem where MACS CAN'T RUN EXE's NORMALLY WITHOUT A EMULATOR???
&&
@mootie i totally agree with you there, eventhough it may slow down some computers it is better to use Direct X, OpenGL isn't as (well lets say efficient graphics wise) but it does require less of your computer being updated
Quote:
Originally Posted by
Addi
.msi == Micro Soft Installer
[Link]
Pretty sure even the servers make use of d3dx for various things so without an emulator [such as WINE or I think Bootcamp], nuh you can't.
The server sided info doesn't use any form of d3dx, accept maybe positioning of text on the screen which is easily re-writable, it is only used as a base information platform, but you are right you can't run microsoft sql server on a mac so you would have to re-write how it executes things and reads them (unless their is a mac version as i am not sure but i don't think their is)
Re: L -- FlyFF :> (Linux)
Quote:
Originally Posted by
manneke
Direct3D quite far ahead in maturity?
Yes. [Link] [Link]
Let's not forgot our dear Khronos's habit of claiming a revolution with the new version of OpenGL then disappointing EVERYONE. [Link]
Whenever you see OpenGL enthusiasts, they usually claim something about Microsoft trying to take over the world [See [Link], though judging from this article, this guy doesn't know jack shit about graphics.]. When you find articles the other way around, they're both from highly respected developers -and- give actual facts as to why it's better [See [Link]]. It's funny and sad.
[Would also like to note that while searching for these links, I came across this gem [Link], it's funny cause it's wrong, as you can see by them claiming that swizzling texture components isn't possible in any version of Direct3D. Would also like to point out that many operations only supported by OpenGL, such as "Support for logical operations on integer render targets", are either emulated or run on the CPU since the hardware didn't support it, making it slow.]
Quote:
Originally Posted by
manneke
I would't say that, OpenGL is supported on more platforms
With over 70% of devices [Computers, smart phones, tablets, etc, as of June 2012] using some form of Windows, that's not a big deal. Even then, Linux and Mac gamers are already emulating Windows.
Quote:
Originally Posted by
manneke
and its performance is (often) better than Direct3D.
Performance is generally the same for both of them. It depends on the driver authors, and the big name companies such as NVidia and AMD ensure that drivers for both DX and OGL perform similarly. DirectX 10/11 does do a few things better though, but not by enough to be of much concern. [Link] (See Small Aside)
Of course, that's not taking into consideration that on Windows, OpenGL calls are translated to Direct3D calls, anyway.
Quote:
Originally Posted by
manneke
So in which way is Direct3D more 'mature'? It's not because it's owned and developed by Microsoft that it's more 'mature' than OpenGL.
Khronos can't get its shit together. That's how. Maybe once they do, they'll be equals, but I doubt that'll be any time soon.
The only place for OpenGL right now is the mobile market. Given Windows 8 is pretty awful, at least last I checked, again that won't be changing any time soon.
Quote:
Originally Posted by
NickHough
The server sided info doesn't use any form of d3dx, accept maybe positioning of text on the screen which is easily re-writable, it is only used as a base information platform, but you are right you can't run microsoft sql server on a mac so you would have to re-write how it executes things and reads them (unless their is a mac version as i am not sure but i don't think their is)
Well I say that because I think the client has to read animation files so that it knows which frame a 'hit' occurs on. Not sure if it uses that or some other method though, but if it does, it uses the D3DX library for D3DXQUATERNION.
Re: L -- FlyFF :> (Linux)
If you want to make flyff work for unix systems stick with linux please. If you are going to make it for mac then goodluck.... you be fighting against lots of Apple boundaries and unknown crashing issues( no msges appear).
I just don't know what kind of developer choices apple above windows/linux........... I had lots of trouble with mac os an iOs developing.
Re: L -- FlyFF :> (Linux)
Quote:
Originally Posted by
NickHough
Okay how about this, don't rewrite the directX, simpily just make it so if someone is using a mac it runs in a emulator without them knowing it does, but then don't you also have the problem where MACS CAN'T RUN EXE's NORMALLY WITHOUT A EMULATOR???
So, Macs are simply not able to run programs?...
Transfer the source code to one, convert it to work with a different C++ IDE (Dev-C++ jumps to mind, even though I've never used it, only heard of it), and when/if you ever get it to compile, then run it >.>
I'm not saying it's easy, but it's not impossible either.
Re: L -- FlyFF :> (Linux)
You would have something that would replace miles sound system dll file to make it work.
Re: L -- FlyFF :> (Linux)
Quote:
Originally Posted by
MisterKid
If you want to make flyff work for unix systems stick with linux please. If you are going to make it for mac then goodluck.... you be fighting against lots of Apple boundaries and unknown crashing issues( no msges appear).
I just don't know what kind of developer choices apple above windows/linux........... I had lots of trouble with mac os an iOs developing.
Objective-C I guess (which I find so freaking confusing), and the *beauty* of Mac (I don't see that :D)
Quote:
Originally Posted by
NickHough
Okay how about this, don't rewrite the directX, simpily just make it so if someone is using a mac it runs in a emulator without them knowing it does, but then don't you also have the problem where MACS CAN'T RUN EXE's NORMALLY WITHOUT A EMULATOR???
&&
@mootie i totally agree with you there, eventhough it may slow down some computers it is better to use Direct X, OpenGL isn't as (well lets say efficient graphics wise) but it does require less of your computer being updated
The server sided info doesn't use any form of d3dx, accept maybe positioning of text on the screen which is easily re-writable, it is only used as a base information platform, but you are right you can't run microsoft sql server on a mac so you would have to re-write how it executes things and reads them (unless their is a mac version as i am not sure but i don't think their is)
Why would you want to rewrite MSSQL? That would take ages and since it's closed source, my guesses are it would be pretty damn hard too (unless Microsoft done it, which I doubt they would/will). Also, how would one go about making a Mac run a windows binary in an emulator without the user knowing?
Re: L -- FlyFF :> (Linux)
Caustik, I think you misunderstood the part about MSSQL. You would have to reprogram the game to use a different database system entirely, not rewrite MSSQL.
Re: L -- FlyFF :> (Linux)
Quote:
Originally Posted by
ShadowDragon42
Caustik, I think you misunderstood the part about MSSQL. You would have to reprogram the game to use a different database system entirely, not rewrite MSSQL.
Oh, whoops.
Anyway, wouldn't such a task be a pretty big ask of one person?
Re: L -- FlyFF :> (Linux)
Re: L -- FlyFF :> (Linux)
Ohh god mysql doesn't use stored produceres ? :S
Re: L -- FlyFF :> (Linux)
MisterKid, the server programs currently connect to the db through ODBC, which is a Microsoft thing. I'm not sure where/how to do it, but you'd first have to make it connect to mysql first, not to mention converting all the MSSQL database structures and procedures to mysql.
Re: L -- FlyFF :> (Linux)
Isn't ODBC a cross platform API spec?
Linux/UNIX ODBC