| | Where we are at the moment | |
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PaperGrape

Posts: 19 Reputation: 0 Join date: 2010-07-07 Age: 26 Location: in a location that I hope Bashi feels better soon
 | Subject: Where we are at the moment Wed Jul 21, 2010 6:05 am | |
| Bashi and I were talking about design of the game engine.He is busy with his college courses, but he has been drawing diagrams in the mean time.He'll start working on the code again hopefully this weekend.Currently we have been thinking of having a state manager that acts as behaviours called states.We also plan to have game objects that store the game data handled by the Object Manager.
It seems that not anyone can decide on what on what can/should be done. So we are in effect trying to make the engine as modular as possible. We are trying to make it so a coder can try out what you guys want.
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~sciocont Overall Team Lead

Posts: 3203 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: Where we are at the moment Wed Jul 21, 2010 8:40 am | |
| All good news, Grape. Thanks for the update. I'll try and calm everyone down. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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roadkillguy Experienced

Posts: 534 Reputation: 16 Join date: 2010-08-25 Age: 19 Location: Rhode Island
 | Subject: Re: Where we are at the moment Wed Aug 25, 2010 10:52 pm | |
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Bashinerox Programming Team lead

Posts: 238 Reputation: 6 Join date: 2010-07-07 Age: 23 Location: Australia
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 12:26 am | |
|  Skeleton code, mostly engine stuff, and a point editor. And thats what i have so far. | Code: | ---------------------------------------------------------------- Language files blank comment code ---------------------------------------------------------------- C++ 9 96 189 486 C/C++ Header 12 67 120 267 ---------------------------------------------------------------- SUM: 22 171 311 802 ----------------------------------------------------------------
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around 800 lines of code so far. |
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Noitulove Regular
Posts: 238 Reputation: 1 Join date: 2010-07-09
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 12:55 am | |
| That's incredibly basic, but at least it proves we have something. Is it 2D or 3D, and at what, if at some point, will we have basic 'lines' connecting the 'points' together?
It's still looking good. |
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Commander Keen Industrial Team Lead

Posts: 1132 Reputation: 34 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 12:56 am | |
| Lolwut command? What is it doing? |
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roadkillguy Experienced

Posts: 534 Reputation: 16 Join date: 2010-08-25 Age: 19 Location: Rhode Island
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 8:06 pm | |
| It's not going to be 3D until we utilize something akin to OpenGL or the likes. I could be wrong, however as openGL does support 2d. What graphics library are you using? |
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Bashinerox Programming Team lead

Posts: 238 Reputation: 6 Join date: 2010-07-07 Age: 23 Location: Australia
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 8:16 pm | |
| | roadkillguy wrote: | | It's not going to be 3D until we utilize something akin to OpenGL or the likes. I could be wrong, however as openGL does support 2d. What graphics library are you using? |
Opengl. The gui, is actually being rendered onto an OpenGL context. Alot of work has been put into getting things in place behind the scenes. Yes, it doesnt look like much. But something like
| Spoiler: | | | | Code: | unsigned long long HashTable::hash(std::string key) { unsigned long long value = 0; unsigned long long letterDigit = 1; unsigned int letter = 0; for(unsigned int i = 0;i < (key.length());i++) { if(i == (key.length() - 1)) { letter = letterDigit * (key[i] - 96); } else { letter = letterDigit * (key[i] - 'a'); } value = value + letter; letterDigit = letterDigit * 26; } return value; }
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(compliments of papergrape. (Math sucks.))
Doesnt just come out of nowhere.
I could display a few triangles on the screen with about 10 lines of code. But there isnt any point until i get a 2d spline editor working that i can interpolate at specific intervals to extrude to a 3d model. |
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InvaderZim Experienced

Posts: 533 Reputation: 11 Join date: 2010-07-10 Age: 16 Location: Waiting for admittance to the Waiting Room
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 10:39 pm | |
| Lol. Currently at game version 0.000001!  |
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Bashinerox Programming Team lead

Posts: 238 Reputation: 6 Join date: 2010-07-07 Age: 23 Location: Australia
 | Subject: Re: Where we are at the moment Thu Aug 26, 2010 11:19 pm | |
| Actually it's closer to a thousand lines now.
955 lines of actual code, 381 lines of comments, and 283 blank lines. |
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roadkillguy Experienced

Posts: 534 Reputation: 16 Join date: 2010-08-25 Age: 19 Location: Rhode Island
 | Subject: Re: Where we are at the moment Sat Aug 28, 2010 11:01 am | |
| Its not 'game' version, it's 'prototype editor' version .1! But then again I guess they're the same thing.. |
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~sciocont Overall Team Lead

Posts: 3203 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: Where we are at the moment Sun Aug 29, 2010 2:28 pm | |
| The point is, we're getting somewhere. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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YourBreakfast Learner

Posts: 114 Reputation: 0 Join date: 2010-07-30
 | Subject: Re: Where we are at the moment Sun Aug 29, 2010 2:50 pm | |
| | ~sciocont wrote: | | The point is, we're getting somewhere. |
QFT Yes. Any (good looking) progress is better than none. I think it's a good thing now that we have nearly rounded the corner of knowing what's in the game and what not, even if that vision still needs working on. |
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| | Where we are at the moment | |
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