Hey sorry its been a bit if you've checked the SVN just wanted to give a few updates:
NEW FEATURES:
x64 support(x86 will no longer be supported).
16384x16384 VT's(tiles still show up blurry for some reason, dxt compression)?
Added geometry shader support.
Moved VT stuff from deferred renderer to its own shader.
Added GLSL pass support.
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A couple more shots that show this off a little better (last post on this, jmarshall23, promise)
Why? Your not hi-jacking the thread

, honestelly keeping everybody up to speed on what everyones doing is a great idea and honestestlly I don't really read any other threads besides this one.
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VT negates the need to do that sort of thing, but blended tilemaps might be a good tool for creating the base VT. id used something like this in the early idStudio terrain generation:
Exactly, masks can only go so far; vt takes it the rest of the way. For mobile platforms, I might have to stick with blending layers tho.
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One of our lead developers at The Dark Mod, Grayman, already enhanced AAS pathfinding to better handle Func_Statics. I believe the
opportunity to improve AAS has been there all along in the "Game SDK" but not many modders have ventured to try and
augment or replace it's features. Other than the lack of skill to accomplish such changes, the reason we probably haven't seen much work
on AAS is that the Collision code was not in the SDK and that would make any drastic changes to AAS hard to debug (but not impossible).
Would you be willing to share this code? I completely agree that AAS is really one of the if not most advanced AI handling system out their compared to other solutions.
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Actually, I was wondering lately if jmarshall23 had any plans for modifications to the physics code. Though, I would say that enhancing the tool base would probably be more useful at the moment.
Physics was never my area, if I get some time in the future I will look into it(or when I can't do something in one of the demos), but if someone wants to see this done it would be faster for someone else to get this done as its not high on my priority list(since 80% of the time it gets the job done).
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do you by chance intend to add or have you considered adding photoshop psd support layers and brushes?
For dynamic meshes/2d stuff I plan on adding support for layered textures. All textures I plan on automatically converting to a custom format each time there source files change from the source directory(and would get put in a "generated" folder).