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Messages - Recon

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41
Was thinking of tring that myself. making a wrapper for Sean O'Neil code. Then i looked at it for a while and thought that I do not know CS or C++ well enough yet. Still giving myself a pain in the head trying to figure out settransform and the O2T and T2O. cant seem   to get meshs moving the way i want lol.

Anyway, thought that you would like that code, and has a very good docs to help you understand this code.

Would like to see what you come up with :)

Regards

PS the code can be DL from http://sponeil.org/downloads.htm

and I came across another program that implements a better algrothim SOAR instead of ROAM. not open source though

http://web.interware.hu/bandi/ranger.html

 

42
Was looking into this, found some interesting links that i think you should read.

http://www.vterrain.org/Elevation/Artificial/index.html

and

A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
http://www.gamasutra.com/features/20010302/oneil_01.htm

A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies
http://www.gamasutra.com/features/20010810/oneil_01.htm

A Real-Time Procedural Universe, Part Three: Matters of Scale
http://www.gamasutra.com/features/20020712/oneil_01.htm

Massively Multiplayer Game Development
http://www.charlesriver.com/titles/massivemultiplayer.html

Real-Time Atmospheric Scattering
http://www.gamedev.net/columns/hardcore/atmscattering/

all very informative and comes with well written open source code.well worth a look if you have not come across it before.

Regards

43
Bug Reports / ODE INTERNAL ERROR 2: Bad argument(s) in dxSphere()
« on: August 29, 2006, 05:47:57 pm »
Yep, downloaded Build 1004 and updated the other apps , ODE/CEL/cegui/CS and get this error now when i try run precursors.

ODE Rev 1048
CEL Rev 2183
CS  Rev 25244
CEGUI Rev 1390


error is

mec@mec-desktop:~/development/precursors$ ./precursors
preClient version 0.3.4 Build 1004 by G33X Nexus Entertainment.
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'

ODE INTERNAL ERROR 2: Bad argument(s) in dxSphere()
Aborted

all seems to compile without any problems.
Only thing I have not updated is the gamedata, with the svn repository moved i not sure how to update it.

In general things going well, getting a pain in the head trying to figure out these transforms with T2O and O2T conversions. tying to move the camera around and make it look in the same direction as a mesh. Cant seem to get the angles right for the rotations lol. Been getting closer but no eureka moment when it starts to make sense :(   

regards

44
General Discussion / Re: Progress so far!
« on: August 17, 2006, 12:18:05 pm »
I think there's a specific version of cal3d you need for CS/CEL. I'm unsure, however.

Got it working, got the latest ver of cal3d, then just had to set the env var

# PAth to the cal3d libs
export LD_LIBRARY_PATH=/usr/local/lib

works now,
and now it's on the the next problem :)

45
General Discussion / Progress so far!
« on: August 17, 2006, 07:59:28 am »
well about a week in and just about got a dev envoriment setup.
have managed to install nealy everything.
Got blender with Blender2Crystal working finally, that took a while
currently trying to fix cal3d and cel, cel cant seem to load the plug in:)
Made a simple model of a ship and got it to load in CS,



Pritty basic but will do for the moment, and for my first blender model I think it looks good :) ( Estamated game size 40m x 20m x 6m )

Seems that b2c and crystal dont really see things the same, anyway still just starting so maybe I just not trying it right. Working on getting my blender models into crystal with less hassel, not sure of trying to get the MapLoadFile working or coding a loader of my own best way to go. But will spend more time trying to get the loader working.

Hopefully in a week or two I might actualy get to the stage of writing some classes.

anyway , long live clean well documented code and down with "Error loading module" and "Segmentation fault"  ;D

Regards





46
   Well , been hanging around you site and decided that i should introduce myself.
I'm a 34 year old guy living in London and have been wanting to try create a 3d game myself for some time.So I fired up my copy of firefox and started checking out CS.

   Looked at the related projects and found precursor which seemed very much like the game I wanted to create, it's at an early stage and seem to have being making steady progress.

   While I have experience programming its mostly database and VB/PHP,while I am not a total stranger to C++ I have little experience programming with it. That's likely to change as I start getting into CS.

   Currently I have precursors/Cel/CS and blender loaded and working.I am doing the tutorials, built my own walktest app from the doc's and have moved on to a little bit of modelling with Blender. After I get more of the basics down I plan to have a closer look at precursor and see if I can be any help. Probably be a while before I get up to speed but am making good progress.

   My plan at the moment is to get basic modelling down ( read ugly ships ) and then to get more into CS, My current goal is to create a small trader/explorer type ship with several seperate weapons(read crew positions), and some form of damage system. Not going to try get any multilayer functionality as i think that above is plenty to work on to start.

Anyway,I will be in and out of the forums regularly to seem how you are getting along.

Regards

   

 

   

47
Suggestions / Re: Quasi-Dynamic Sky(Space) Box
« on: August 12, 2006, 11:22:14 am »
Not sure if you have seen this, came across it as i was looking around the CS site.

http://community.crystalspace3d.org/tiki-list_file_gallery.php?find=&galleryId=5&offset=10&sort_mode=created_desc

called Starfield Mesh

Description
This is the updated starfield mesh object I wrote that can import in the raw data from the HIP catalog and still run fairly smooth on an ok machine.

Why recreate the wheel, Have not actualy loaded it but sould like you should check it out as it's opensource.

Regards

48
Suggestions / Re: Quasi-Dynamic Sky(Space) Box
« on: August 10, 2006, 09:16:30 am »
you should check this out, it looks realy good.

http://sourceforge.net/projects/celestia

Personaly I think the starfield in precurser at the moment is to random and has to many visable stars. Less stars and not as random/evenaly placed would make changing view point seem more real.

As for celestia, also gives a good idea of the distances involved in any relistic solar system. Something that should be looked at when designing a space game. Space is BIG, VERY BIG, a lot of thought has to go into gameplay and how you going to get around the time/distance issues. If you have ships that can move fast enough to get around a solar  system in any resonable time they going to be going to fast for and other interaction.  (took applo 15 days to get to the moon and back). Spaceships out running lazer's anyone  :o 

So you eather put your solar system on a serious diet or invent a in system warp drive ( warp drive got it's own game issues, not much fun if every fight ends with the loser warping to safty at the last moment.
 
Anyway, to get back to topic, I like the idea. See it implemented in celestia , It's not a CS project but very nice to look at.

Regards


49
Bug Reports / Re: Compile Problem
« on: August 06, 2006, 06:50:24 pm »
think i spotted the mysql problem, downloaded to i686 source instead of the i386  ::)

opps


50
Bug Reports / Re: Compile Problem
« on: August 06, 2006, 06:21:54 pm »
Well precursor is now loading and I can actualy get a local net game going.
 :)

updating CEL fixed my meshfact problem!

Still trying to get the SQL headers compiling.

Got interesting when I loaded up 2 instances and got them networked.
Was wondering what the situation is with testing,  I am compiling you dev code and not sure if it's worthwhile reporting bugs.

Regards



51
Bug Reports / Re: Compile Problem
« on: August 05, 2006, 04:16:06 pm »

52
Suggestions / Re: What should go into the next version?
« on: August 05, 2006, 06:31:46 am »
Personally I would think some sounds would be nice.
Sound is a very important to game immersion.
Brings up an interesting question as this is a space game and sound does not travel in a vacuum, could lead to a very quite game.

regards

53
Bug Reports / Re: Compile Problem
« on: August 04, 2006, 08:33:55 pm »

54
Bug Reports / Re: Compile Problem
« on: August 04, 2006, 08:54:48 am »

55
Bug Reports / Compile Problem
« on: August 03, 2006, 06:17:30 am »

56
Suggestions / Multi crewing?
« on: August 02, 2006, 04:21:52 pm »
Multi crewing?

Just wanted to ask if you had thought about this at all. If you are implementing capitol ships it would seem likely that it would take more than one person to operate it at 100%. Like having a pilot and a several gunners.

 System should
      a) Allow a person to switch from one crew position to another crew position
      b) Allow other players to join that crew and take a crew position

 This would be a very fundamental part of coding any game and I think you should make sure and try address it early in you dev cycle. Later on it would likely require a large rewrite of core parts of the game.

Regards

PS, Precursors look very good at the moment and I look forward to seeing where you go with it. Downloading the source now and plan to have a good look at it. 

   

57
Bug Reports / Re: Bug tracking system not working
« on: August 02, 2006, 01:46:22 pm »
Looking around a bit more I found the Bug tracker, The link in the "How to report a bug" post at the top of this page needs to be changed!

58
Version: 0.3.4 build 967
Reproducibility: Always.

Abstract: Pressing the enter Key causes an exception.


Description:
Press the "Enter" key or "f10" causes the program to crash
"
Excetion Information
Code: 0xc0000005  Flags: 0x00000000
Reccord: 000000000000000 Address: 0x0000000000404188
.....
"


System:
Windoze XP Pro sp2
Pentium 4 CPU 2.4Ghz
1024 MB Ram.
GeForce 6600 LE ( 8.1.8.5 Driver )

59
Version: 0.3.4 build 967
Reproducibility: Always.

Abstract: Angular Collision causes small asteroids to orbit a point instead of rotating around its axis.


Description:
Strike a small asteroid off center, it start moving but also start orbiting a point that is outside its structure. Seems that instead of spinning around it's center of gravity it will start an orbit around another point!

System:
Windoze XP Pro sp2
Pentium 4 CPU 2.4Ghz
1024 MB Ram.
GeForce 6600 LE ( 8.1.8.5 Driver )


60
Bug Reports / Bug tracking system not working
« on: August 02, 2006, 12:30:30 pm »

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