What are you working on? How far have you got?

About the actual programming of the game.

Re: What are you working on? How far have you got?

Postby Zcool31 » Sun Sep 01, 2013 4:23 am

mrout wrote:
Zcool31 wrote:I've put together a cmake build system for ItWasLuck's prototype. It's a branch of this fork: https://github.com/TheOfficialStinger/t ... tree/cmake


So you're Stinger and Zcool31?


No, but he gives me access to his fork and I contribute to it, instead of forking again.
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Re: What are you working on? How far have you got?

Postby mrout » Sun Sep 01, 2013 4:27 am

Ah
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Re: What are you working on? How far have you got?

Postby Eldalar » Sun Sep 01, 2013 6:14 am

Mostly I am just playing around, testing and experimenting to see what works and could be used in the engine.

Current Features:
- Basic light
- Basic setting-file loading
- Basic asset loading
- Basic event system
- Camera ( Keyboard and Mouse Input)

Next Steps:
- Making it more modular and consistent
- Cleaning up the code in general
- Making it conform to the standards
- Some basic Physics perhaps

Repository:
https://github.com/Eldalar/trillek-client-core

Somewhat Pretty Picture: http://imageshack.us/a/img28/3763/a0f9.png
That are a bit over 20 million voxels if I remember correctly, didn't measure the fps but it felt smooth enough. Though the first loading takes about 1-2 minutes, so quite some room for improvement. No the model isn't on github, since it is raw data and around half a gigabyte.
And the only file format it can read is the one produced by this program:
http://techhouse.brown.edu/~dmorris/voxelizer/
So still some work ahead of me.
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Re: What are you working on? How far have you got?

Postby Zcool31 » Sun Sep 01, 2013 9:00 pm

Eldalar wrote:Mostly I am just playing around, testing and experimenting to see what works and could be used in the engine.
...
Lots of awesome features
...

Repository:
https://github.com/Eldalar/trillek-client-core

...
Some techical notes
...


This is great and all, but I noticed how you use backslashes in your include paths, and your cmake files are tailored for windows only.
It would be much easier for people on other OS to contribute if we used a more standard path convention.
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Re: What are you working on? How far have you got?

Postby Zcool31 » Tue Sep 03, 2013 1:48 am

Basic voxelization of meshes! Guaranteed to loose slightly on most meshes.

https://github.com/fgelm01/trillek-clie ... ee/develop

Screenie: http://postimg.org/image/c6hlipsrh/full/
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Re: What are you working on? How far have you got?

Postby Zcool31 » Wed Sep 04, 2013 3:03 am

Zcool31 wrote:Basic voxelization of meshes! Guaranteed to loose slightly on most meshes.

https://github.com/fgelm01/trillek-clie ... ee/develop

Screenie: http://postimg.org/image/c6hlipsrh/full/


Update: Fixed the lossage! New method uses heuristics for correct mesh funkiness.
Repo address is the same, but new screenies:
http://postimg.org/image/qnm04uhc7/full/
http://postimg.org/image/pdjye1j4h/full/
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Re: What are you working on? How far have you got?

Postby lamogui » Thu Sep 05, 2013 6:38 am

I help Zardoz with his emulator
try to fix bugs, add compatibility and more...
please correct my english errors
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Re: What are you working on? How far have you got?

Postby Alderin » Tue Sep 10, 2013 5:48 pm

I'm working on a concept "Technology Engine" that would allow players to construct Machines and Circuitry out of Modules, and give realistic Repair and Upgrade patterns to the game. Circuitry can be controlled by DCPU or player-constructed Circuit Logic Modules.

The in-game concept includes:
* Actuators for doors, landing gear, etc. (plus Gears, Levers, and Push-Rods)
* Emitter modules for RF, Laser, Plasma (thrust), and EM
* Pumps for fluids and gasses
* Four types of 'flow' & 'power': Electric, Liquid, Gas, Plasma
* Wires, Tubes, Conduits

The code concept includes:
* A circuit emulator that runs the player-made circuit and determines function
(including systematic removal of modules for damage simulation)
* A 'compiler' that takes the simulation data and builds a State Machine
* A State Machine system that runs in-game just as any Scripted Object

Several (minor at the moment) points are left undetermined, like whether or not a player can assemble modules manually, size limits, power limits, and many module definitions, effect definitions, etc., but if I can get a prototype together where the concept can be tested, the rest is almost just added 'art'.

Mrout said that if I could, then I should...

So mostly I'm working to see if I can.

Status: Planning (& reconstructing development environment after years of neglect)
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Re: What are you working on? How far have you got?

Postby Qworg » Wed Sep 11, 2013 3:39 pm

I'm working on procedural content generation. While I'm primarily interested in history/story generation, we need art/universe/planet creation as well.

As for how far I've gotten - I'm reading a bunch of papers to try and define a reasonable approach.
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Re: What are you working on? How far have you got?

Postby adam » Mon Sep 16, 2013 3:16 am

This topic has derailed. Lets get it back on track and move the various client alternatives to a separate thread for consideration shall we?

(admin: done.)
Last edited by mrout on Mon Sep 16, 2013 5:34 am, edited 1 time in total.
Reason: done
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