Hi Again
<!-- m --><a class="postlink" href="http://www.green-ear.com/">http://www.green-ear.com/</a><!-- m --> - I dont think there should be any problems (if the library would require access to some directsound interfaces - let me know and I'll make them available for you)
<!-- m --><a class="postlink" href="http://ocean3dinteractive.com/">http://ocean3dinteractive.com/</a><!-- m --> - too bad the links to download the demo from that page are dead (I wanted to see how it looks)
can't say for sure, for example writing a simple shader for the water could be easy, but if you'd like more features (like softing the water edges) would require access to the Depth Buffer which isn't currently provided, you'd have to try it yourself, and then let me know what exactly your desired shader would require access to (like for example the Depth Buffer or something else), and then I could provide you with access to the features which aren't currently available
Quote:Also, i would need a way to load and place/move/delete/command objects via networking, thats possible too right (as any other multiplayer/mo/mmo game) ?
yes, you can do whatever you want with the objects
Quote:"how limited do our game creation get, when we dont get full engine source of this engine"
as for the game engine and objects itself, you have absolutely no limitations.
each object can be of a different class, and you can manually program the object class updating, drawing, saving, loading and other custom functions
Esenthel Engine has been specifically design to provide maximum freedom in terms of programming your own game mechanics
Quote:Is there a listing/help file anywhere, that list what you get access to in the 200$ engine (whats part of the source code, like renderer, loop, resources, api calls, ect) for implementing own things like library's and so on (maybe you should add a few of those things to the source access, only what is needed of that code).
it is stated here : <!-- m --><a class="postlink" href="http://www.esenthel.com/?id=buy">http://www.esenthel.com/?id=buy</a><!-- m -->
you get the sources for the basic game object classess (you get the source code of every method which is described in the headers of the specified class (like 'create','save','load','update','draw',...))
Quote:Btw, did you get over the floating point precision error that comes at these large scales (getting unprecise at higher numbers) ?
I haven't experienced any stability issues with the floating points