I am trying to do what BPR did with his sculptable procedural terrain and I have been successful with the procedural but I have issues with the reinstancing of the physics. Take a look at the code and see if you can figure it out.
That’s becouse it works for you. I’ll be stuck with 0.1.0 forever thanks to my GPU.
That’s why, I started making my own game engine, it’s not as hard as I thaught, in fact using BGL and BLF is pretty much just as hard. I inteend it to be a really light-wight (<4mb), flexible, non-bloated, non-api-hidding, non-free, non-ever-finished game engine. Writed in C++ with a C wrapper so that it can have Python(BGE-Compatible)&Lua bindings.
It’s an HD Readon 5500, launched in February 2010, it is from this decade.
In any case the crash in not due my graphics card being too old, but becouse some of the gemotry instancing code on UPBGE is bugged. More acuratelly it has to do with a commit that introduced a “fix” for old GPUs but resulted in making mine crash. Though that fix would work fine if it weren’t for a bug on the system used to detect cards opengl version. In any case, it’s hard to fix and worse to debug so it’s not going to get fixed anytime soon.
@Akira_San
Ogre is too big. My engine is supossed to not get over 4MB, right now it’s about 2, I don’t have much room left.