Posts Tagged code

Editor

The editor needs a lot of polish but is showing signs of being usable.

First pic is of a test interior, showing ramps and multiple portals on a single cell edge.

Second pic (after the break) is a simple Indoor/Outdoor combo map.

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UI and XML

I’ve finished the framework for XML defined UI layouts ( with plug in defined controls)

Simple UI defined by XML This UI item was loaded from the XML following the break. The various control types are defined in code, but are set up to be loaded from external sources (.net plug-ins and/or scripting languages that get bound). This will allow the entire UI layout to be changed with out modifying the base code.

The system supports static and dynamic values, getting UI values from a Global Value Cache that will be kept updated as values change. This makes it simple for UI components to use game data for display with out knowing the exact data layout.

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Development Bible up

R1 of the “Development Bible” is up at http://www.opencombat.net/?page_id=29

This will be the overall document where the main “rules” for the project will be stored. It won’t go into too much detail, and it is currently a very rough framework, but it should lay out the general idea of the project. I expect more to be added to it as time goes on, including Weapon and accessory specifics for sure.

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Graphics

So I have some choices to make for the graphics subsystem.

Portals, or Octree (or maybe some combo ).

A straight up octree would lead to a world very much like BZFlag’s, a space with a bunch of objects in it. Somewhat limiting but functional.

Portals would allow the map to have defined areas that were connected by portal faces.These areas would not have to be fully enclosed and could have sections left open to the skybox, giving the appearance of being outside. This could lead to simple transitions from exterior to interior spaces ( tunnels etc..) and gives a very fast way to do gross occlusion. But it’s harder to explain to people.

Octree (well bsp tree) style is more like what quake did, while portals is more like what unreal did.

I’m leaning toward portals, since I have an editor for them already and I can’t see any disadvantage to them. It may be nice to sort free-form objects that are in the cell into an octree for easy sub culling, but that wouldn’t effect viability much.

Guess I’m just thinking out-loud.

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Google Code

The main P2501 code has been moved out of the graphics lib project, and into the new OpenCombat google code project, here http://code.google.com/p/opencombat/

I feel a little bad about it. This move happened because someone else wanted to register the name OpenCombat at google code, and I was notified when they did. Kinda cool of google to check SF projects for name conflicts. I’m sorry to whoever was wanting the name, but I realy am working on the code, it was just in another repository.

Well all the more reason to set the site up properly, since I’m at the point where I need to start running some global services ( authentication, list server, stats, etc… )

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