#14, z MachtnixTuesday, 23. September 2014, 21:38 hodinky 10 years ago
I think, Visionaire starts as a tool for 2D-gaming. It's core is only a flat scene for some flat characters to move on. This 3D-thing is a big step into a new universe. It's at its beginning yet. All this new problems (lighting, polygons, texturing, shadows, camera view, perspectives, and, and, and...) have to solve now for a long time and there will be A LOT OF new really big problems. I think to turn a character is one of this (a little one...).
But for the "simple" 2D-developing you don't need a real "turn"-option, because it depends on the wishes of the game-maker if he wants them. All "animations" are simple frames, made by drawing or maybe a 3D-tool. You can realize a fake turn with on-board-tools, it's a hard work, I know.
I think, Vis has to solve all this old 2D-bugs and possibilities first BEFORE discovering this new 3D-country. Better way-systems. Use flat movies as objects. Better item management. Editor functions. Better memory management. Better sound import, and so on.
Its like railway: you have reputation trains at 300 km/h for showing-off, but you can't get from one village to another village next by... ;-)
If I want to use more real characters I will work with Unity3D or something like that. Because: 3D-problems multiply themselves. You have imported 3D-people walking now. Fine. Looks great, does it? Suddenly you want a special light. Spots. Sunlight. You want clouds or fog. Transparency. You want smooth shadows. You want reflexions. You want collisions. Physically correct of course. Windblowing. You want normals or displacement, and, and..... In Germany we say "Es ist ein Fass ohne Boden"...
I'm not sure this is the right way for a little developer team... For me a GOOD 2D-engine is better than a BAD engine for everything...
Sorry, thats my opinion.
Machtnix