| BEATengine update thread | |
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+12fredpie eumesmo Gotrol ThatGuy Darkgamma The Uteen caekdaemon Noitulove Commander Keen Pezzalis ~sciocont Bashinerox 16 posters |
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Bashinerox Programming Team lead
Posts : 238 Reputation : 8 Join date : 2010-07-07 Age : 35 Location : Australia
| Subject: BEATengine update thread Fri Jul 09, 2010 4:03 pm | |
| Okay, i thought i better create a new thread to update what i am doing.
Currentliy, i am trying to replace cegui with libagar. Reading through the documentation has made me realise that i should have used it from the very beginning for this very particular reason:
http://wiki.libagar.org/wiki/Widget_Bindings
This is a godsend. cegui did not support this. This will save me alot of intermediate code from being written (which not only means ill get the gui working again quicker, but also less bugs, which is extremely important )
So, when the new gui code is in place, i will continue to work on spline editing, and file management (maybe a file selection dialog using the ingame gui). Then, after that, I will work on the extruder, which turns the spline into a solid object. And that will be prototype 1. The bone editor.
Prototype 2: The combining of several bones into a skeleton.
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: BEATengine update thread Fri Jul 09, 2010 4:07 pm | |
| Sounds great! I'm glad you're looking to the future to make sure things are usable and stable. | |
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Bashinerox Programming Team lead
Posts : 238 Reputation : 8 Join date : 2010-07-07 Age : 35 Location : Australia
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 12:37 am | |
| Derp. Let's see. I finally got around to writing the first density function.
It's quite simple, really,
xd = target.x - x; yd = target.y - y; zd = target.z - z; distanceSquared = xd^2 + yd^2 + zd^2; finalDensity = density1 / distanceSquared;
done and done.
What does this mean?
Today I am writing in the mesh generator using marching tetrahedrons, which means that the BEATorganism class can finally be booted up into the engine properly and given commands.
We possibly have a CELLULAR STAGE coming soon.
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Pezzalis Regular
Posts : 260 Reputation : 6 Join date : 2010-08-07
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 12:45 am | |
| All I can really contribute to this thread is, this sounds FANTASTIC | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 3:09 am | |
| - Bashinerox wrote:
- ...which means that the BEATorganism class can finally be booted up into the engine properly and given commands.
We possibly have a CELLULAR STAGE coming soon. What could I say? This is simply AWESOME. | |
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Noitulove Regular
Posts : 237 Reputation : 0 Join date : 2010-07-09
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:01 am | |
| - Bashinerox wrote:
- What does this mean?
Today I am writing in the mesh generator using marching tetrahedrons, which means that the BEATorganism class can finally be booted up into the engine properly and given commands.
We possibly have a CELLULAR STAGE coming soon.
- Bashinerox wrote:
- We possibly have a CELLULAR STAGE coming soon.
- Bashinerox wrote:
- CELLULAR STAGE coming soon.
W.. what? But.. no, really, it.. I.. All this from one programmer? Thank you, thank you, thank you! There is no other way to express my words! | |
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caekdaemon Newcomer
Posts : 88 Reputation : 0 Join date : 2010-10-27
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 9:03 am | |
| - Bashinerox wrote:
We possibly have a CELLULAR STAGE coming soon.
Woah. That's fast. Especially from one/two person/s. I think releasing a functional stage would really help, not just in attracting fans and all that good stuff, but attracting developers who can see that we are actually being serious about it. | |
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The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 9:52 am | |
| So close, so close... Soon, very soon... It will be... ALIVE!!!!!
Well done! We all now have renewed hope that Thrive might actually one day be completed! We all seem to feel that with every news update, so that's good news! We're all optimistic! | |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 10:24 am | |
| As long as it runs, it can be improved. If it doesn't run, somebody screwed up something. | |
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ThatGuy Newcomer
Posts : 28 Reputation : 0 Join date : 2010-11-07
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 1:45 pm | |
| I can't wait to see the result of some this "coding" I hear about. | |
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Gotrol Art Team Lead
Posts : 127 Reputation : 0 Join date : 2010-10-06 Age : 33 Location : Европа, (GMT +1)
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 2:27 pm | |
| Volunteering for alpha testing!!!! | |
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The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 3:28 pm | |
| - Gotrol wrote:
- Volunteering for alpha testing!!!!
QFT Given the choice, everyone probably will. Goes without saying, it is our own game! | |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 3:33 pm | |
| Come to think of it, it is my game as well! I volounteer as well! Also, can we developers get a free copy : D ? | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 5:13 pm | |
| - Darkgamma wrote:
- Come to think of it, it is my game as well! I volounteer as well! Also, can we developers get a free copy : D ?
Of course! The game is freeware, everyone will get a copy | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 6:20 pm | |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 6:34 pm | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:32 pm | |
| Keep up the good work, Bashi- and keep thinking about the overall engine info that I requested. | |
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Pezzalis Regular
Posts : 260 Reputation : 6 Join date : 2010-08-07
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:33 pm | |
| Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
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fredpie Newcomer
Posts : 27 Reputation : 0 Join date : 2010-11-17 Age : 28 Location : The Great British Isles, home of rainy weather and afternoon tea.
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:40 pm | |
| This is great! This is the first step... Only a few hundred thousand to go | |
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Bashinerox Programming Team lead
Posts : 238 Reputation : 8 Join date : 2010-07-07 Age : 35 Location : Australia
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:44 pm | |
| - Pezzalis wrote:
- Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
No, i'm working from a separate branch of the trunk on sourceforge, once there is something to show, i'll merge. But i'm using directx, and so in order to compile the program you need to download close to a gig of libraries.. Patience is a virtue | |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: BEATengine update thread Mon Nov 22, 2010 6:47 am | |
| - fredpie wrote:
- This is great! This is the first step... Only a few hundred thousand to go
Not really. It's a slightly larger number. Like a couple of million. But we'll do it, step by sluggish step : D | |
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Djohaal Learner
Posts : 144 Reputation : 1 Join date : 2010-12-03
| Subject: Re: BEATengine update thread Tue Dec 07, 2010 3:31 pm | |
| One question, I beleive it was consensus that the game should be (multi)threaded, am I right? | |
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andry796 Newcomer
Posts : 89 Reputation : 0 Join date : 2010-11-28 Age : 28 Location : Italy
| Subject: Re: BEATengine update thread Wed Dec 08, 2010 5:01 pm | |
| - Bashinerox wrote:
- We possibly have a CELLULAR STAGE coming soon.
Cellular... Stage... Soon... I can't describe my happiness!!! We are getting somewhere! | |
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AIs-null Learner
Posts : 142 Reputation : 1 Join date : 2011-02-05
| Subject: Re: BEATengine update thread Sun Feb 06, 2011 8:26 pm | |
| - Bashinerox wrote:
- Pezzalis wrote:
- Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
No, i'm working from a separate branch of the trunk on sourceforge, once there is something to show, i'll merge.
But i'm using directx, and so in order to compile the program you need to download close to a gig of libraries..
Patience is a virtue Why not use OGL? Much better and faster | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: BEATengine update thread Tue Feb 08, 2011 1:01 am | |
| - Quote :
- One question, I beleive it was consensus that the game should be (multi)threaded, am I right?
What consensus? Threads are purely programmatic, and situation based. - AIs-null wrote:
- Bashinerox wrote:
- Pezzalis wrote:
- Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
No, i'm working from a separate branch of the trunk on sourceforge, once there is something to show, i'll merge.
But i'm using directx, and so in order to compile the program you need to download close to a gig of libraries..
Patience is a virtue Why not use OGL? Much better and faster Do you know that for sure? They both do the exact same thing. I like openGL because it's c++ and cross platform. Not to mention it takes a while to convert your graphics api. | |
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