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List Info
Thread: Meeting logs - OpenGL
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| Meeting logs - OpenGL |

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2006-06-21 23:07:33 |
First and foremost, please accept my deepest apologies for
not being around for a long time and joining in. I shall not
bore you with details except to say my MSc, which I started
at the same time I tried to get involved with stendhal, is
taking a lot more of my time than I anticipated. Also my
work keeps sending me to Texas at the moment and I have just
moved into a house in need of complete renovation. Life use
to be so much simpler.
Following your recent meeting logs:
[19:22] <mblanch> OpenGL rendering thing is abandoned
( I never read
again from the guy )
[19:22] <mblanch> Memory should improve as soon as we
do the map system change
[19:22] <danter> ok, I still think that we should
check it out
[19:22] <danter> ourself
[19:22] <mblanch> check what?
[19:22] <danter> OGL
[19:22] <danter> having some acceleration to the game
will indeed
speed up things
[19:23] <mblanch> I am not able to write any opengl
thing :(
If you are still interested in an OpenGL client this is my
current strategy for implementing one. I have recently
revisted my old code and decided to start from scratch. One
of the major problems I had before was trying to develop the
code "into" the client and cost me a lot of
time. I have started implementing a framework where all
classes involved with graphics rendering will be completely
separate from the client logic. This should help keep them
small, simple, and understandable; greatly easing the
development. The framework also lends itself to plugging in
different rendering technologies should there be a need to
keep a Java2D option or whatever the future may bring.
I am currently testing my first baseline which will include
a test app demostrating how the framework can be integrated
into a client and functionality-wise:
1. Image loading
2. Coverting image to GL compliant image
3. Image cache for storing images (also automatically loads
requested images that are not in cache and breaks down
tileset images into individual images)
4. A layer manager used to store map data in layers (5
graphic, 1 collision, and 2 entities, number can change if
necessary)(this will not know how to read Stendhal map file
formats)
5. Main rendering frame which will display a static picture
constructed of tiles on multiple layers.
6. Interfaces and plugin architecture.
Assuming you are happy to continue with this, would someone
be interested in trying to integrate it into the client? Did
I read correctly you might be looking to refactor the
client? It would be very helpful if someone was available to
try integrating it and hopefully by making small releases of
the opengl code it should be easy to follow and that person
should soon learn how it works.
If you are interested let me know and I can give you further
information of how I intend on developing and adding
capabilities(e.g. lighting), release order, and/or discuss
integration. If you don't feel it is required for Stendhal
then no worries.
Once again apologies for the lengthy absence.
Cheers
Jim
--
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| Meeting logs - OpenGL |

|
2006-06-22 11:19:41 |
>First and foremost, please accept my deepest apologies
for not being around
>for a long time and joining in. I shall not bore you
with details except to
>say my MSc, which I started at the same time I tried to
get involved with
>stendhal, is taking a lot more of my time than I
anticipated. Also my work
>keeps sending me to Texas at the moment and I have just
moved into a house
>in need of complete renovation. Life use to be so much
simpler.
No need to apologize please.
Shit happens.
>Following your recent meeting logs:
>
>[19:22] <mblanch> OpenGL rendering thing is
abandoned ( I never read
>again from the guy )
>[19:22] <mblanch> Memory should improve as soon as
we do the map system
>change
>[19:22] <danter> ok, I still think that we should
check it out
>[19:22] <danter> ourself
>[19:22] <mblanch> check what?
>[19:22] <danter> OGL
>[19:22] <danter> having some acceleration to the
game will indeed
>speed up things
>[19:23] <mblanch> I am not able to write any
opengl thing :(
>If you are still interested in an OpenGL client this is
my current strategy
>for implementing one. I have recently revisted my old
code and decided to
>start from scratch. One of the major problems I had
before was trying to
>develop the code "into" the client and cost
me a lot of time. I have
>started implementing a framework where all classes
involved with graphics
>rendering will be completely separate from the client
logic. This should
>help keep them small, simple, and understandable;
greatly easing the
>development. The framework also lends itself to plugging
in different
>rendering technologies should there be a need to keep a
Java2D option or
>whatever the future may bring.
Well, as I said client is an ugly piece of code patched to
work, even if new
client is better ( in quality ) that previous versions. I
have read also
about a client recoding to add the new GUI.
Perhaps it is a good idea to join efforts?
>I am currently testing my first baseline which will
include a test app
>demostrating how the framework can be integrated into a
client and
>functionality-wise:
>1. Image loading
>2. Coverting image to GL compliant image
>3. Image cache for storing images (also automatically
loads requested
>images that are not in cache and breaks down tileset
images into individual
>images)
>4. A layer manager used to store map data in layers (5
graphic, 1
>collision, and 2 entities, number can change if
necessary)(this will not
>know how to read Stendhal map file formats)
>5. Main rendering frame which will display a static
picture constructed of
>tiles on multiple layers.
>6. Interfaces and plugin architecture.
>
>Assuming you are happy to continue with this, would
someone be interested
>in trying to integrate it into the client? Did I read
correctly you might
>be looking to refactor the client? It would be very
helpful if someone was
>available to try integrating it and hopefully by making
small releases of
>the opengl code it should be easy to follow and that
person should soon
>learn how it works.
I would offer myself, but I am going to be out most of the
summer.
>If you are interested let me know and I can give you
further information of
>how I intend on developing and adding capabilities(e.g.
lighting), release
>order, and/or discuss integration. If you don't feel it
is required for
>Stendhal then no worries.
OpenGL target would be really welcome, but I also remind
coder that we can't
rip Java2D ( not everyone can use OpenGL ).
Regards,
Miguel
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evel
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| Meeting logs - OpenGL |

|
2006-06-23 17:31:07 |
Hi Jim,
I've been thinking about a opengl client too and I would
like to see what
you've made. So I don't need to do anything you already
did. Probably I'll
extend it and I will try to make a working client.
Can you please send me your stuff?
Greetz, Bauke
>From: "James Young" <jim_y email.com>
>Reply-To: arianne-devel lists.sourceforge.net
>To: arianne-devel lists.sourceforge.net
>Subject: Re: [Arianne-devel] Meeting logs - OpenGL
>Date: Wed, 21 Jun 2006 18:07:33 -0500
>
>First and foremost, please accept my deepest apologies
for not being around
>for a long time and joining in. I shall not bore you
with details except to
>say my MSc, which I started at the same time I tried to
get involved with
>stendhal, is taking a lot more of my time than I
anticipated. Also my work
>keeps sending me to Texas at the moment and I have just
moved into a house
>in need of complete renovation. Life use to be so much
simpler.
>
>Following your recent meeting logs:
>
>[19:22] <mblanch> OpenGL rendering thing is
abandoned ( I never read
>again from the guy )
>[19:22] <mblanch> Memory should improve as soon as
we do the map system
>change
>[19:22] <danter> ok, I still think that we should
check it out
>[19:22] <danter> ourself
>[19:22] <mblanch> check what?
>[19:22] <danter> OGL
>[19:22] <danter> having some acceleration to the
game will indeed
>speed up things
>[19:23] <mblanch> I am not able to write any
opengl thing :(
>
>If you are still interested in an OpenGL client this is
my current strategy
>for implementing one. I have recently revisted my old
code and decided to
>start from scratch. One of the major problems I had
before was trying to
>develop the code "into" the client and cost
me a lot of time. I have
>started implementing a framework where all classes
involved with graphics
>rendering will be completely separate from the client
logic. This should
>help keep them small, simple, and understandable;
greatly easing the
>development. The framework also lends itself to plugging
in different
>rendering technologies should there be a need to keep a
Java2D option or
>whatever the future may bring.
>
>I am currently testing my first baseline which will
include a test app
>demostrating how the framework can be integrated into a
client and
>functionality-wise:
>1. Image loading
>2. Coverting image to GL compliant image
>3. Image cache for storing images (also automatically
loads requested
>images that are not in cache and breaks down tileset
images into individual
>images)
>4. A layer manager used to store map data in layers (5
graphic, 1
>collision, and 2 entities, number can change if
necessary)(this will not
>know how to read Stendhal map file formats)
>5. Main rendering frame which will display a static
picture constructed of
>tiles on multiple layers.
>6. Interfaces and plugin architecture.
>
>Assuming you are happy to continue with this, would
someone be interested
>in trying to integrate it into the client? Did I read
correctly you might
>be looking to refactor the client? It would be very
helpful if someone was
>available to try integrating it and hopefully by making
small releases of
>the opengl code it should be easy to follow and that
person should soon
>learn how it works.
>
>If you are interested let me know and I can give you
further information of
>how I intend on developing and adding capabilities(e.g.
lighting), release
>order, and/or discuss integration. If you don't feel it
is required for
>Stendhal then no worries.
>
>Once again apologies for the lengthy absence.
>
>Cheers
>
>Jim
>
>--
>___________________________________________________
>Play 100s of games for FREE! http://games.mail.com/
>
>
>All the advantages of Linux Managed Hosting--Without the
Cost and Risk!
>Fully trained technicians. The highest number of Red Hat
certifications in
>the hosting industry. Fanatical Support. Click to learn
more
>http://sel.as-us.falkag.net/
sel?cmd=lnk&kid=107521&bid=248729&dat=121642
>_______________________________________________
>Arianne-devel mailing list
>Arianne-devel lists.sourceforge.net
>https://lists.sourceforge.net/lists/listinfo/arianne-d
evel
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