Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on December 19, 2003, 09:49:38 am
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Here is the rundown of the fields I need people who are already aces at, or are interested in becoming aces at. I need these positions filled and I need their group leaders farely informed before we can do integration design
(This will be updated as people join)
Abstraction Team The abstraction team implements filesystem modules, Gfx API abstraction, etc Open group
Kazan - Leader
2D Team The 2D team implements the 2D interface Open group
Kazan - Leader
3D Team Obvious Open group
AI Team Obvious Open group
Physics Team Obvious Open group
Optimization Team The Optimization team scrutinizes the codebase for places that can be optimized Open group
General Team Anyone not in one of the above teams is a member of the general Team Open group
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Could you maybe advertise these positions on, say, GameSpy or something? Given that the overwhelming majority of coders here are *****slapping the SCP with all their available time I think you may struggle to support both projects without outside talent :nod:
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Indeed. You might want another forum, too.
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well it's supposed to be an associated project goober - but the gamyspy idea is a good idea
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If I had any prayer of being able to write physics code, I'd be all over a position on the physics team, Kazan. Unfortunately, my C++ is shoddy as all hell.
Good luck though.
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mikhael we can work on shoddy C++ to make it unshoddy
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I'd be interested in helping out too, but I have one problem.
*pulls out C++ For Dummies and starts from scratch...*
Maybe when you get the new table system working, I could put stuff into the new XML thing or whatever? Of course I'm in love with the current tables...they're so easy to use.:D
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the more i think about it the less i want to rewrite the table stuff
*hands you C++ for Dummies*
for all of you that need to learn: "C++ For You++", Litven/Litven, Skylight Publishing, ISBN 0-9654853-4-X
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http://www.gametutorials.com/Tutorials/tutorials.htm
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good call phreakazoid
FYI: when learning OpenGL use the SDL ports GameTutorials has - we are going to be using SDL
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Originally posted by PhReAk
http://www.gametutorials.com/Tutorials/tutorials.htm
*reads*
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SDL?
Why in god's name would you want to do that? Talk about an poorly documented, immature, and hard to use platform. If you're so hell bent on cross-platform compatibility, I'd stick with purely OpenGL by itself.
Shouldn't we be focusing on the netcode for 3.6 instead of this bizarre and ultimately futile tyrade? Even relatively popular open source engines like CrystalSpace have taken years to get off the ground even with five times as many devs as we have. This whole thing just doesn't feel realistic.
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Se'tech or what ever:
use your contact at fileplanet about possibly getting some news recognition at gamespy. I think File Planet is owned by game spy isn't it?
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Sticks: *rolleyes* yes 1.2.6 release is immature considering the current opengl is 1.4
You have to have a manner to which perform input, etc in the absence of DirectX - _AND_ SDL is the same on all platforms
it's called abstraction, SDL is _not_ the GFX library for 3d - it's the 2d graphics, input, initialization
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CrystalSpace is a blazing POS btw
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I cannot work on the netcode when NOBODY WILL TEST FOR ME
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I'd test if you didn't want it at hours when I'm at work or school. If you wanted to have a go at it now, we could.
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i'll have much more time soon.. im loosing my job after xmas
wally world xmas present to their temps: pink slips
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..Oddly I can't picture you working there... But a job is a job...
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it was an option of last resort
i am getting a web design position starting next semester anyway i think
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Originally posted by Kazan
mikhael we can work on shoddy C++ to make it unshoddy
Yeah, but you can't work on stuff written by a half assed programmer. My contributions would only slow everyone else down.
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mikhael - are you capable of implementing functions when the specs have been given to you - inital implementation is almost always the hardest, revision/optimization is much easier (and I can probably teach you optmization)
just because you'll start out not writing great code doesn't mean you won't end up writing great code. I used to be one hell of a _BAD_ programming, now im a badass programmer.. *Chuckles*
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I might take you up on that one of these days--especially if this new job opportunity falls through. Then I'll have nothing to do at all but code and do 3d and job search.
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excellent
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Kazan, about the physics. Why don't you just keep the normal FS2 tables? They do a suprisingly good job of realistic physics if you know how to work them, and they're very easy to edit.
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Realistic physics? What are you talking about UT?
If the engine were realistic I could go with a relative speed as high as I wish....now that's not possible with the current system IIRC.
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Well, that's not possible in any game (gameplay concerns), although you CAN make the speed limit super high, as in I-War2, where it was something like 99999.
And, yes, it is possible. I'm using a dumbed-down version in my campaign.
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When you can bank on gravity wells and your velocity is DECOUPLED from your thrusters (thrusters don't govern velocity. They govern acceleration, damnit) and you can the physics are--at the absolute most basic--newtonian vectors, then you have reasonably 'realistic' physics. You cannot do those things in FE1.
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Possibly helpful link (http://members.cox.net/milod/links.htm)
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Anyway the engine would have to handle infinite or at least planetary distances (smg. like the distance you can cover in orbit in the duration of an hour - provided you're in low orbit and at stabile orbiting velocity).
A far rendering plane could solve several problems, however huge things (extreme battleships, planet models, planet surface models, jugernauts, knossos like things) will screw with that so a multi-distance multi-category system will have to be used.
If all ships had a base distance to be rendered and a far clipping plane based upon the greatest distance of the ship or model in the actual mission could solve this.
Beyond that distance we won't have render issues, so all we have to store is the koordinates of the ship.
This is no news to coders, but smg. could be done to finally have a more expanded setting - I don't know how this one would fit in with the multiple game-sphere idea, but I don't see the two contradicting each other.
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flaser frustrums work with single clipping planes
you can only have one frustrum set per plane