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FAQ
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Q: Why "xoreos"?
A: BioWare's first 3D engine (developed for Neverwinter Nights) was called
"Aurora", the Roman goddess of dawn. "Eos" is her Greek name, so it kind
of fits.
Q: Will xoreos be able to play later versions of BioWare engine?
A: Maybe/Probably. Both the Odyssey (Star Wars: Knights of the Old Republic
and its sequel) and the Electron (Neverwinter Nights 2) are based heavily
on Aurora, keeping lots of basic file formats, and only extending other.
I don't know anything about Eclipse (Dragon Age) or Jade Empire's
engine, though.
xoreos is meant primarily to get Star Wars: Knights of the Old Republic
working, since there are already Linux and MacOS ports of Neverwinter
Nights. However, my knowledge is grouped around the latter, so what will
be implemented first depends on exactly how similar Aurora and Odyssey
are.
Q: Will xoreos be able to play earlier versions of BioWare engine?
A: Probably not. The Infinity engine, while also having basic file formats
in common, is isometric "2.5D", so using a complete different graphical
model. It might be too different to get to integrate. Also, there
already is a reimplementation of the Infinity engine, GemRB:
<http://gemrb.sourceforge.net/>.
Q: Will there be something like the Aurora toolset that shipped with
Neverwinter Nights, to create modules?
A: Maybe. My first wanderings into the Aurora engine was a try to create
a library to be used as a base for a portable Aurora toolset. The code
was really bad though, and I lost interest after having implemented
base classes for most file formats.