Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Jacob Bogers on July 31, 2002, 06:52:25 am

Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Jacob Bogers on July 31, 2002, 06:52:25 am
Just joined this forum,

Lets get down to bussiness.
I have started the following projects.

1 )Implementing MPEG4 for all video's and sounds (MP3 is just a stream in MPEG4). Probably move to DivX or Apple's MOV format.
This will also give the community access to a range of existing video software / hardware for creation of cinematic's.

2 )Research into an abstract graphic interface layer that can seemlessly 'talk' to OPENGL and any other graphic subsystem we might want to support in the future (i.e. DirectX8/9 Whatever.)

3 )Introduction of OO Concenpt's so there is a possibility of Extensive documentation  in UML (Anybody here besides me knows Rational? )

If some :mad: hard ass programmers want to distinguisch themselves from the croud they can sign on. And build up a kick-ass resume.

Send me mail.
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Nico on July 31, 2002, 06:53:35 am
just a note: no .mov plz.
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: penguin on July 31, 2002, 07:32:13 am
First of all, Jacob:

:) ;) ;7 WELCOME TO THE HLPBB!! ;7 ;) :)  I'll let others explain about the sad state of the weaponry here :rolleyes:

Now back to business:

1. That would be handy.  If you search through this forum, the community seems to favor MP3 for sound, Divx for movies.  At the same time, we obviously need to preserve backward compatibility with the existing WAV sounds.  We have no such requirement for movies, since the MVE code has been stripped out.

2. There is already a fair degree of abstraction at the graphics library level, I'm not sure what would be gained by adding another layer...

3. UML?  Rational?!?
*runs away screaming*
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Jacob Bogers on July 31, 2002, 07:44:58 am
Is there a "documentation" directory in the CVS source tree?,
i would like to submit design's and documentation regarding MPEG4, so we can all reference the same info.
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Inquisitor on July 31, 2002, 08:53:27 am
everything we have, is linked off the site.

Best we have doc wise is the doxygen output on the raw source, and of course, any comments the team has been adding to the system as they have been going.

And I personally like .mov but I got outvoted a long time ago ;)
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: IceFire on July 31, 2002, 09:51:11 am
DivX is cooler apparently :D

In any case, Jacob Bogers, I bet your services as a programmer will be definately wanted around here.
Title: Graphic Layer
Post by: Jacob Bogers on July 31, 2002, 10:01:20 am
Why another graphic abstract layer?

Well just to put it between FS2 Code and call's to DirectX for example.

So to make the code really independent of DirectX, OpenGL etc.
(Preferably selectable by an options screen)
Title: Re: Graphic Layer
Post by: penguin on July 31, 2002, 10:34:35 am
Quote
Originally posted by Jacob Bogers
Why another graphic abstract layer?

Well just to put it between FS2 Code and call's to DirectX for example.

So to make the code really independent of DirectX, OpenGL etc.
(Preferably selectable by an options screen)
Yeah, but we kind of have that already... it's not the most elegant, but it is fairly easy to add support for a new graphics lib (e.g., dx8).  Have you looked at the graphics code much?  There is a pretty decent layer separating the game engine from the actual library calls (dx, soft, gl, etc.)

You'll have to try harder if you really want to convince me ;)
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Jacob Bogers on July 31, 2002, 10:48:28 am
Ok lets try a theory,

Say i wanted to port (lets keep this only on the graphics lib) FS2 ro the Playstation or X-box.

Your telling me that would be relativly easy?

Just a birds eye view on the graphics, that's why i used the term "research". But if it only needs some cleaning...
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: theoddone33 on July 31, 2002, 03:34:31 pm
I don't know how you're planning to support Quicktime in an open source project.  That'd be nice though, a proper reverse engineering of the Sorenson codec would go a lot farther than one of MVE.

[Edit: My mistake, Sorenson has been partially reverse engineered.]
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Sandwich on July 31, 2002, 05:10:18 pm
Quote
Originally posted by penguin
I'll let others explain about the sad state of the weaponry here :rolleyes:


Um, ok, but I gotta make this quick, I've got rogue forumites on my tail - and they have black market weapons!

Flamethrowers are under the seats, having recently replaced the aging shotguns. The emergency exits are to the rear and left.

Quote
Originally posted by Inquisitor
And I personally like .mov but I got outvoted a long time ago ;)


*shocked look*

*burns Inquisitor at the stake* (quite fitting, don't you think? :D)
Title: Open DIvx
Post by: Jacob Bogers on July 31, 2002, 06:21:40 pm
Just downloaded documents and source code,

Give me a week
Title: Open DIvx
Post by: Jacob Bogers on July 31, 2002, 06:21:57 pm
Just downloaded documents and source code,

Give me 2 weeks
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Kazan on August 01, 2002, 10:46:28 am
there is no reason to needless add an additional abstraction layer upon the existing abstraction layer

you'd just be adding unneeded addition stack overhead
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Inquisitor on August 01, 2002, 12:26:24 pm
Excellent point on the open source thing. It's been so long since I signed the Apple NDA, that I forgot I had too :)
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Fry_Day on August 01, 2002, 12:39:02 pm
Erm, I thought part of an NDA is not saying that you are under an NDA
Title: OPENGL&DivX , MPEG4 (QUICKTIME)
Post by: Inquisitor on August 01, 2002, 12:40:37 pm
Nah, not this one, you just can't release source.

You can say you are a Quicktime developer, and in order to be a Quicktime developer, you need to sign NDA's :) And the form of the NDA is on the Quicktime site ;)
Title: to kazan
Post by: Jacob Bogers on August 01, 2002, 07:10:12 pm
Ok Kazan,

I will hold on the graphics layer:wink:  and concentratie first on
OpenDivx anyway.

Ok, gotta go back to coding.