So it's "when used in combination" (with Stage3D from my read of it). Here's the page: http://labs.adobe.com/technologies/alchemy/
75 karma · joined May 30, 2007
So it's "when used in combination" (with Stage3D from my read of it). Here's the page: http://labs.adobe.com/technologies/alchemy/
From looking at the game code, I see odd things like rolling barrels animating their rotation as though the physics engine itself doesn't handle rolling contact.
Also, and this is subjective I suppose, I don't remember Doom 3 doing anything that 'felt' or looked better than even what the contemporaneous engines did (such as the version of Havok used in Half-Life 2).
So I guess, there probably aren't valuable additions, but I imagine there is much to tinker with.
There's quite a lot available in the game code; the physics system at least, maybe also the script interpreter? I haven't looked in a while.
It seemed quite important at the time that he- who begat WinG, which begat DirectX, some of which is covered in Renegades of the Empire, which someone else mentioned, which is certainly worth reading- went on to agitate for OpenGL over Direct3D. Now there's kind of a scrapheap of history vibe off of the whole thing.
Won't that expire in August 2012?
Zips are here: http://code.google.com/p/box2d/downloads/list
I have no association aside from being an interested observer, FWIW.
You trade some flexibility and input latency for a simple imperative structure that is easy to implement.
I recently discovered (from browsing around the bonus material on the DVD on a lazy Sunday, naturally) that the multi-layer CG starfield effects created by ILM for Star Trek III were put on film by pointing a camera at a computer monitor and recording the output.
Nonetheless, thank you for taking the time to address my observation.