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Project TTNA

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Project TTNA

Tom9729
1 Feb, 2008 - 06:49 PM
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This thread is a continuation of the Game Offers thread.

The goal of this project is to make a 3d game, basically. We're coming up with it as we go.

Confirmed members:
Tom9729 - developer
no2pencil - developer
tehgameboy - ?
Akelo - ?

The sourceforge project page is available here (sourceforge.net).

If you want to join, we'd love to have you. Right now we don't have very many ideas, so if you have one that sounds even remotely good we can probably run with it. You can post here if you want in, or pm me (so I can update this post). Any of the members should be able to add you to the sourceforge project (you'll need a sourceforge account first).

---------------------------------------------------------------------

Update 2/1/08:
I've committed what exists of the engine code to the project's subversion repository. smile.gif

I've been coding the engine in Eclipse, so the project should be all set if you check it out in that (use the SubClipse plugin). If you need help setting it up in another environment, I'll gladly do my best.

Please be sure to talk to me before you submit anything (just initially). I'm very meticulous about things. wink2.gif

Also, akelo/tehgameboy (farr): I've removed admin status from both of you on the sourceforge project. If you're overly offended I'll set it back, but honestly a project of this size does not need 4 admins, it would just be too chaotic. Two is enough just in case I get amnesia. smile.gif

This post has been edited by Tom9729: 1 Feb, 2008 - 07:00 PM
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Nykc
RE: Project TTNA
2 Feb, 2008 - 08:38 AM
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Did you guys decide on a definitive language and a genre yet?
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Tom9729
RE: Project TTNA
2 Feb, 2008 - 10:47 AM
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QUOTE(nykc @ 2 Feb, 2008 - 09:38 AM) *

Did you guys decide on a definitive language and a genre yet?

Akelo and tehgameboy aren't very active, but no2pencil and I are both good with C and I've already done a bit of work on an engine in C, so it's very likely we're going to go with that.

The engine (so far) is more geared towards an FPS. I think the other guys wanted to do an RPG, I don't see why we couldn't do something like the Elder Scrolls games.
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no2pencil
RE: Project TTNA
2 Feb, 2008 - 10:54 AM
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QUOTE(Tom9729 @ 2 Feb, 2008 - 11:47 AM) *

QUOTE(nykc @ 2 Feb, 2008 - 09:38 AM) *

Did you guys decide on a definitive language and a genre yet?

Akelo and tehgameboy aren't very active, but no2pencil and I are both good with C and I've already done a bit of work on an engine in C, so it's very likely we're going to go with that.

The engine (so far) is more geared towards an FPS. I think the other guys wanted to do an RPG, I don't see why we couldn't do something like the Elder Scrolls games.

I started updating my cygwin, to include all of the latest gcc & X libraries. Is there anything else I'll need to run your engine? I tried to take a look at it last night, but I fell asleep... not that your code is boring, I just didn't have it in me to even start!
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Nykc
RE: Project TTNA
2 Feb, 2008 - 11:04 AM
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FPS, I think is a good way to go. and logically since the coders are fluent in C then yes by all means. If it's not broken - don't fix it. I would be curious to see the progression on this.
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Tom9729
RE: Project TTNA
2 Feb, 2008 - 11:19 AM
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QUOTE(no2pencil @ 2 Feb, 2008 - 11:54 AM) *

I started updating my cygwin, to include all of the latest gcc & X libraries. Is there anything else I'll need to run your engine? I tried to take a look at it last night, but I fell asleep... not that your code is boring, I just didn't have it in me to even start!

I've been coding (pretty much) to the C99 standard, so any compiler that supports that should work fine, but I would recommend using Mingw if you're using Windows.

There's a tutorial for setting up Mingw and Eclipse here (note: the tutorial assumes you have Eclipse installed already (you can get the CDT here).

I'd only say use Eclipse right now because the project's makefiles are generated in that. Later on today/tomorrow I'll look to putting together a generic makefile (so you can use any IDE).

Edit: The only little "hiccup" I've run into is getting libxml2 (the project's only real dependency) to compile on Windows. I'll have to work on that as well.

Maybe I could write a tutorial for compiling this, as that seems to be the most complex part of things right now. tongue.gif

This post has been edited by Tom9729: 2 Feb, 2008 - 11:20 AM
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tehgameboy
RE: Project TTNA
2 Feb, 2008 - 05:22 PM
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Hey everyone sorry I havnt been on much, Had some personal issues to attend to. Im writing some story lines ot now, Ill post the when ive finished them
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Tom9729
RE: Project TTNA
2 Feb, 2008 - 05:59 PM
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QUOTE(tehgameboy @ 2 Feb, 2008 - 06:22 PM) *

Hey everyone sorry I havnt been on much, Had some personal issues to attend to. Im writing some story lines ot now, Ill post the when ive finished them

Was starting to think you went missing. Good to hear from you. icon_up.gif

-------------------

Update 2/2/08:
I wrote a quick BASH build script for building the engine in Linux (without Eclipse). It should be easily portable to Windows. I'll install Mingw on my Windows partition and see what I can do.

Expect a brief little tutorial on setting everything up to build the engine on Windows (something I've neglected this far). smile.gif

Edit: Been at this a few hours, dear lord compiling things on Windows is difficult. I've had to install so many dependencies and things still aren't working. Windows just isn't ready for the desktop. tongue.gif

This post has been edited by Tom9729: 2 Feb, 2008 - 08:40 PM
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Tom9729
RE: Project TTNA
3 Feb, 2008 - 07:29 PM
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Update 2/3/08:
New revision submitted to svn.

QUOTE

A few updates.
-Collision detection has been added back in, and bounding spheres are automatically generated when a model is loaded.
-Collision detection does not yet take into account orientation.
-Collision detection is going to be really really slow.
-No closer to building on Windows, going to try crosscompiling from Linux.
-Updated the Linux build script to include the required libraries.

On the agenda.
-Update collision detection to take orientation into account.
-Write a very minimal XML library to replace libxml2 (using about 3 functions from that, it's kind of a waste).


no2pencil, right now I'm using libxml2 for some very simple xml config file reading. Think you could put together a little library (probably just one source file, it doesn't have to be "real legit" xml parsing wink2.gif) to replace libxml2? (more details if you're interested)

This post has been edited by Tom9729: 3 Feb, 2008 - 07:30 PM
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no2pencil
RE: Project TTNA
7 Feb, 2008 - 04:53 AM
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QUOTE(Tom9729 @ 3 Feb, 2008 - 08:29 PM) *

Update 2/3/08:
New revision submitted to svn.

QUOTE

A few updates.
-Collision detection has been added back in, and bounding spheres are automatically generated when a model is loaded.
-Collision detection does not yet take into account orientation.
-Collision detection is going to be really really slow.
-No closer to building on Windows, going to try crosscompiling from Linux.
-Updated the Linux build script to include the required libraries.

On the agenda.
-Update collision detection to take orientation into account.
-Write a very minimal XML library to replace libxml2 (using about 3 functions from that, it's kind of a waste).


no2pencil, right now I'm using libxml2 for some very simple xml config file reading. Think you could put together a little library (probably just one source file, it doesn't have to be "real legit" xml parsing wink2.gif) to replace libxml2? (more details if you're interested)

Yeah, I can do some xml parsing... I've done it in PHP, so re-doing it into C/C++ wouldn't be hard.

BTW: I added a Requirements page to the wiki.
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Tom9729
RE: Project TTNA
7 Feb, 2008 - 10:47 AM
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Have you tried getting it to compile on Windows yet?

I've gotten it to get pretty close, but every time I get rid of one error another pops up.
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no2pencil
RE: Project TTNA
7 Feb, 2008 - 11:28 AM
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QUOTE(Tom9729 @ 7 Feb, 2008 - 11:47 AM) *

Have you tried getting it to compile on Windows yet?

No, I have not had the time nor the energy... I've got a web project that we should be finishing up by this weekend, I hope to spend most of the PM hours getting the TTNA project onto my system so that I can start working with it.
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