Shadow wrote:ca3d uses OGL for graphics rendering correct?
It used to. Now the rendering is done via the Ca3DE Material System, which in turn can be implemented in OpenGL, DirectX, Software, ...
I'll provide several implementations of the MatSys (a.k.a. "Renderers") based on OpenGL with the next release. They will match the previous (OpenGL) rendering functionality.
and wut is used to handle input and internet? wxwidgets? dinput? directplay?
Berkley sockets for all networking, device input is platform dependent (DirectInput on Win32, X on Linux).
However, you shouldn't bother about all this: as with the MatSys, the implementation details are hidden behind abtraction layers that are offered by the Engine to the MOD code.
i could create my own ogl fog routine fairly easily since i already have this in a couple of games. but if it needs to be handled differently i dont know
Yes, I'm aware of the fact that fog is not hard to code. But it has to fit into the context of the overall engine.
Two approaches are possible:
a) If you just want to "hack" it into the MOD code as a personal modification or for your personal MOD, you're encouraged to do so. I'll support you if I can. It may suffice to only change the MOD code and/or introduce a new entity for this purpose. Enabling you to do this is the very intention of MOD-ability, after all.
I'd expect the majority of the features that exceed the engines basic features to be implemented like this.
b) Wait for me to add support for fog. That may or may not be better than a), because I might only be doing excatly what you would be doing on a) anyway, but sometimes such changes also make me improve the engine core, or revise the entire pipeline from CaWE over CaBSP, CaPVS, CaLight until the engine itself.
Summary:
I'd recommend to either simulate fog with the existing and really powerful particle system, or wait for me to provide built-in fog.
If however your want to program you custom fog, just ask here for support.