ninjabuntu wrote:
.., it would be far better to start with a clean slate that can be made to function much like Gamebryo.
Gamebryo and Horde are similar, in that they are both graphics engines and a collection of supporting tools. Both require other libraries to create a game (e.g. Oblivion uses Gamebryo graphics, Miles sound system, Bink video, Speed tree, etc...).
To get a full game engine out of Horde, you'll also have to 'collect' some other free (or affordable) libraries such as Bullet, OpenAL, Theora, RakNet, etc... I'm sure others here could tell you which libraries they use for audio/physics/networking etc...
Seeing Gamebryo costs a fortune, and Horde is free, you would expect Gamebryo to have a larger and more polished set of tools. Horde has similar functionality, but you'll have to work a bit harder to get everything set up the way your project requires
Quote:
I'm fairly sure my brother is well aware of "Background Thread" concept. He's spoken of that before many times. it's slowly loading up whats needed for the next map over while the player is getting closer to it till finally it switches from LOD to the area itself.
Ok, cool. So horde supports this kind of loading, but it doesn't implement the threading-part. You guys will have to use another library with thread support (e.g. Windows, Boost, pthreads, GLFW, SDL...) and use it to make your own background thread.
As Horde is single-threaded, only your main thread can 'talk to' horde. So your background thread should pass fully-loaded data files to your main thread, which then passes them to horde. Your main thread can also get a list of required files from Horde, and then pass the list to the background thread for it to load.
A commercial library like Gamebryo would be slightly simpler, as they could provide you with sample-code of how to implement all of this
It's not too difficult to implement by yourself though