Cool Intro Sequences
Hi Chaps,I've re-created the intro cutscene from Quido in the new SiGL cutscene format. The new format is specifically targeted at non programmer types (designers), so it uses some unusual python tricks to make things easier.
http://www.xerian.net/browser/sandbox/showcase
If anyone is going to use SiGL (probably nobody :) this is a good place to start if you want to build a nice intro sequence.
There are some bugfixes still to go in tonight, so you can work from SVN if you want (http://svn.xerian.net/svn) or use the official build from cheeseshop, which I will make later tonight. During the comp, I will copy SiGL to a new branch which will likely get a lot of modifications, so dont expect the trunk to change too much.
The few tests I have should also help anyone who wants to try out SiGL. http://www.xerian.net/browser/SiGL/trunk/tests
-Sw.
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There's no README so I'll be googling for that again. I found a download for FibraNet, which I guess was the right thing, and it was.
Hrm. Not really accessible for other developers *or* people who have to install this stuff to play a game :(
-Sw.
http://www.xerian.net/wiki/WikiStart to help people get started.
SiGL/LGT has been around for a couple of years now, and has evolved to suit user requirements. I know of two commercial operations using SiGL, so it has been accessible enough, though I will admit, that over the last few months, server and URL changes have lost a few people.
I've added some doco to SiGL/LGT has been around for a couple of years now, and has evolved to suit user requirements. I know of two commercial operations using SiGL, so it has been accessible enough, though I will admit, that over the last few months, server and URL changes have lost a few people.
Now, SiGL is a scenegraph doohicky. I'm vaguely aware of what that means :) What that means in practise, for example, in textured_obj.py, is there's a "root" node and other nodes and a lot of appending going on. Like the object's geometry is appended to the texture that's applied to it (and the texture itself is appended to the viewport.) That's kinda strange, and will take a while of poking through the SiGL source to figure out :)
It also means, for example, you can have multiple geometries/sprites under a color node, which means they can all fade away as you adjust the color node alpha component.
One thing to keep in mind is, use SiGL to create a tree of nodes which control rendering, don't use it to build your game model. SiGL is the V in MVC.
richard on 2006/03/24 03:55:
I might be using SiGL :)