Not, it's not ranting and I perfectly understand you and agree about that. It's now up to Blake to get the coding running as I can't do much more for it.
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Originally posted by vovansim
Well, I think as far as something as 'onesided', if you will, as a graphical engine goes, you are right, one does not need a lot of programmers. However, in a complete game, there are a lot of diverse aspects of programming. Can you, for instance, also program Artificial Intelligence for a strategy game, and programming the connectivity classes for multiplayer? I wouldn't expect you to, though if you could, I am sure you would be able to make tons of money.
The screenshots looks pretty nice, BTW. If that thing is also fast, I am sure one could make a pretty cool game with that
you're right, for a full-blown game you'd need a few programmers, just not too many, especially in one area alone (look at civ3, only 6 programmers-- unless i counted wrong hehe). to answer your question about AI, yea, I'm the person programming the AI as well And the terrain is Very Fast, I did a morrowind approach where I used a quadtree and fog for culling (kinda cheap but it works). As far as multiplayer, we've discussed not to include the classes for it, although it would be no problem for me to write up some winsock2 classes for it, I just don't have a good strategy on plans for usage of one in the engine. Right now I'm making the map editor tool and some more tools for dialog and stuff. This is just for the engine itself, not actually a the game, that'll come once the engine is complete of course... can't make a game with a half-baked engine
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Originally posted by DJ
Right now I'm making the map editor tool and some more tools for dialog and stuff. This is just for the engine itself, not actually a the game, that'll come once the engine is complete of course... can't make a game with a half-baked engine
but sorry, a map editor tool has been coded some time ago (by me )
Now I'm coding version 0.5.1; for now it's a beta, because of two reasons:
1.It is more simple include different aspect of the game step-by-step and see them running with a fast and stable code, rather than run the whole program to see it crash 100 times...
2.Many aspect of the game must be carefully designed, so it's soon to include it in the editing tool.
If you desire to contribute actively to the coding I suggest you to read those thread:
Map Builder v0.4.3 , that contains the last stable version released.
Weather Design, that contains things that must be designed and coded.
Map Builder: Overlays Screenshot, that contains the last reported progress of the project.
Please submit any idea/comment/suggestion
NOTE: I've had no time to report last updates, like the possibility to have TrueType Fonts and/or BMP Fonts drawn by us.Aslo the gods are impotent against men's stupidity --Frederich Shiller
In my vocabulary the word "Impossible" doesn't exist --Napoleon
Stella Polaris Development Team -> Senior Code Writer (pro tempore) & Designer
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Originally posted by Rasbelin
I suggest that you work with the AI if you have a such nice little laboratory for AI research, Vovansim.
OK, I'll be doing some AI research then Look out, Deity-level players
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I also suggest getting into AI development as there doesn't seem to be anyone else who has good opportunities to get into the subject as Chaos Theory might be able to work with network related issues, but he wasn't into AIs (however he said he might know someone who should know something), Joeno wasn't that much into AIs either and I haven't heard that anyone else would be good at it."Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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Originally posted by Vultur
You're welcome between the coders...
but sorry, a map editor tool has been coded some time ago (by me )
Vovansim: I am by no means an AI expert or anything, but I think the AI thread in Clash forum describes at least a promising framework to get started. Also, google up an article called "project AI", it had some nice ideas as well.
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Originally posted by Rasbelin
I assume Kurilka might be interested in graphics programming, but I'll wait for any response for him first.
Maybe 3D Graphics is not my strongest area (maybe databases and networks are..), but it i think it's good to learn something new to widen my knowledge, so let's do the shiny GRAPICS.
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Hey, if you're into networks, you could actually look at the multiplayer aspects of the StP server program (TCP/IP and PBEM). Unless you prefer to learn something about graphics."Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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if you're a bit worried about the AI here's a great resource. http://www.gamedev.net/reference/list.asp?categoryid=18 hope that helps.
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Rasbey!
I want something like 60% graphics and 40% network, by the way it looks like there are people for graphics and none for network part, am i right?
And by the way, i think that the lagrest part is the game logic - all factions weapons, units etc.
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I want something like 60% graphics and 40% network, by the way it looks like there are people for graphics and none for network part, am i right?
Yes, that's true. I only know one member who knows about networking when it comes to the programming, so at least you seem to be a natural choice for that. If you want to do both, that's fine too, but of course it would mean more work for you, unless you put more priority on the other one."Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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