This is where you can suggest features and ideas. If your description is long please make it an internal link.
DONE!
27Jun2005 psy: Basically implemented.
Transform Space would be nice, I will see if I can add it.
Of course, add the obligatory “Shamelessly ripped from OGRE…” :D
This will entail adding a few features to the graphical portion of yake . . .
DONE!
27Jun2005 psy: I thought this is already possible? I added naming of graphical objects including scene nodes two weeks ago and updated Yapp's Graphical accordingly. This is what is available right now already: Node::getName(), Node::getChildren(), Node::getChildByName(), Node::createChildNode(), Node::removeAndDestroyChildren() and in Yapp Graphical we have Graphical::getSceneNodes(), Graphical::getSceneNodeByName() and Graphical::getAnySceneNodeByName(). (All parameters and return types omitted.) Isn't this enough?
Original post:
Currently I see no way to do the following:
regress: mj has a separate way of doing this, through a high-level complex graphical model, which makes much more sense in the long run.
From the forum (here):
I needed a means to get control of individual scene nodes/entities loaded from .scene. Like if I load a .scene with several cameras in it, I then want to switch cameras. I came to idea to introduce names to graphical objects ( there wasn't any before ), so one could graphicalObject→getAttachedCameras, or gO→getChild( “somename” ). GraphicalObject here is complex yapp::Graphical.
DONE
! Though with a slightly different signature. Look at the graphics::ISceneNode interface. Recursive scanning is controlled via a parameter.
What's still missing is an iterator wrapper for child nodes, recursive or not.
(posted by Ricky28269, you may have seen me on IRC) I think yake::net should be handled by RakNet (http://www.rakkarsoft.com). You might find it easier to add into Yake, plus RakNet has a whole bunch of awesome features that are nice to have in any network simulation/game/whatever. I haven't looked at the source code section yet so IDK how far you've gotten as far as coding goes, but the manual section about yake::net is nearly empty, so if you haven't gotten very far in integrating whatever API you were planning on using, I suggest that you switch to RakNet.
07Nov2005 - psy Let's discuss this in this thread or another one if you feel like it :)
Design concept. How about a level concept in the engine? Aren't you tired of all these “fly-through” demos? ;) Join discussion!
'Live' assets and scripting. Basically to allow outside changes to assets and scripts *without* having to restart the app. Included IRC log of discussion.
Plugin link for blender to easily integrate with the Yake::Storm editor. Forum discussion starts here http://www.yake.org/forum/viewtopic.php?p=3386#3386
Allow editting components of storm to be included inside your project for in app editting and very rapid development.
Precomputed Radiance Transfer and High-Dynamic Range Rendering can make graphics look VERY realistic