But right now my mail problem is I am not able to get the editor up also . Please help me in it.
I have decided not to support the open source release I made a while ago, because it will just be too much work. There are so many different versions of Windows and Visual Studio in circulation that I could be chasing individual link errors forever. There are still some ways I can think of for software developers to contribute.
One way is to study the source release and develop your add-on components such as AI, speech etc. in such a way that it will be easy to integrate in the future. When your extension is complete and robust enough we will integrate it via a dll or something like that. This is the most risky though as I am most likely to develop the most effective AI myself. Simply because of the knowledge I have of Geist3D in terms of collision detection, ray casting etc
Another way is to write custom generators for some of the artifacts in Geist3D, such as clouds or tree distribution. The clouds for example are pre-computed and stored in a file containing the particles make up individual clouds, cloud fields and cluster. Whatever data I will come up with, will be quite rudimentary and I am sure it will be possible to improve upon the individual clouds and their distribution quite a bit. I will open up the file format and then anyone can just write their custom generators. All you have to do is replace the corresponding file in the models directory and voila, your clouds are in the environment. I think the same can be done for the trees. In the future this will be the preferred way for other software developers to extent the engine. This way the interfaces are clear and there is little in terms of me debugging someone else code, or someone else debugging mine.
The third form is in terms of using the Lua scripting interface. Of course this is not as powerful as it only contains Geist3D specific artifacts. But, it will important for level design and user interface in the future. I will put a high priority on supporting any bug fixes/feature request regarding the Lua Api.
I will release the clouds file format as soon as I can followed by a file format for the trees. Stay tuned…