bloodfox wrote:I'm sorry, Lincent, am I hearing that you can code am making a contribution? No. Please leave.
Don't leave. I hear more constructive stuff coming from his mouth, and even though it's harsh - it's true (most of it).
bloodfox wrote:Longbyte, I personally specialize in C# but I'm sure I'm the only one atm that actually is doing C#.
Every modern business-oriented programming course should touch C#, so you are not alone. I wouldn't recommend C#, because I hear that C++ or C can do better performance-wise.
bloodfox wrote:Second, Warblock could work, I guess?
First rule of a voxel game - don't mention that it's blocky. Please.
I won't sit on IRC. I like slow, thought-out discussion that you can later look up (for cool ideas etc.).
longbyte1 wrote:Second question is, are we going to start off with 0.75 compatibility or are we going to redesign the network protocol from scratch?
Redesign, but ofc we should look at AoS protocol's both good solutions and bugs.
longbyte1 wrote:Third and final question for now: what are we taking, and what are we leaving behind?
I say that we forget eyecandy.
Take Iceball's strong engine, disable "toon" filter and add SW renderer.
About eyecandy...
Blur improves performance on SW (and still looks cool), but degrades performance on OpenGL.
Animated smoke particles look cool, but many people get big performance issues; so make cool, big explosions using cheap particles.
Dynamic light should be done a lot more cheaply - light up not parts of models/blocks separately, but whole models/blocks instead.
And add gradual shift from day to night, I believe that's all this game needs (that's all Voxlap lacked IMHO).
Oh, and my eye's not a camera, so forget lens flare.