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| 13:29:15 | IAmBeard | so last night, i had this great oop idea for rendering with my bitfighter engine |
| 13:30:12 | IAmBeard | tonight i'll give it a test run |
| 13:31:46 | IAmBeard | and if it goes well, which I think it will, it'll be a lot easier for rendering animations and passing events to individual drawings |
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| 15:50:55 | raptor | guten |
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| 16:21:59 | IAmBeard | so raptor, for the rendering engine I'm making for my bitfighter version (which is dramatically different from your code base), to add a rendering object (map, or ship, or whatever), it'll be something like GLRenderableObject *ship = GLInstance.addRenderable( new bitfighter::SpaceShip( Point(x,y), bitfighter::Team(team_id) ) and then we can deal with the ship on an individual basis, and the GLInstance deals with cleanup |
| 16:23:28 | IAmBeard | it's pretty clean |
| 16:24:04 | raptor | is it openGL based only? or are you using textures? |
| 16:45:18 | raptor | IAmBeard: are you planning on making your client network-compatible with original? |
| 16:45:19 | IAmBeard | OpenGL or the SDL_Renderer (which could be software) |
| 16:45:29 | IAmBeard | yeah, the network protocol won't change |
| 16:46:09 | IAmBeard | so there'll be two base classes, GLRenderableObject and SDLRenderableObject |
| 16:46:27 | IAmBeard | both are virtually the same, although one renders to an SDL_Texture *, and the other to a GLuint texture |
| 16:46:40 | raptor | ah, so you will be using textures |
| 16:48:32 | IAmBeard | but SDL_Surface could be imported |
| 16:48:41 | IAmBeard | and SDL_Renderer can be set to use a software fallback |
| 16:49:00 | raptor | right now practically everything is a glVertex array |
| 16:49:15 | raptor | will you be redesigning all the items as textures? |
| 16:52:45 | IAmBeard | no, sorry, GLRenderableObject isn't really a texture handler - it's for glVertex calls - the class will be overloaded for each object |
| 16:53:01 | raptor | ah |
| 16:53:07 | raptor | ok, that makes more sense |
| 16:54:19 | IAmBeard | SDLRenderable is more texture-oriented, but still needs the draw code in per frame |
| 16:56:50 | IAmBeard | Anyway, tonight I'm going to finish that up and put it through the paces |
| 16:57:26 | IAmBeard | but this renderable object will be used for a lot of things, even menus |
| 16:58:40 | IAmBeard | with that in mind, each RenderableObject can take events, and even animations (still working on a good api for animations), which will gives us an enormous amount of extensibility |
| 17:00:42 | IAmBeard | does that sound like it's a good direction for future development? |
| 17:01:09 | IAmBeard | because I honestly hate changing a lot of this code, because I know you gents have poured a lot of time into your codebase |
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| 17:09:38 | raptor | well... i'm not sure |
| 17:12:57 | IAmBeard | don't get me wrong, I've recycled a lot of the code so far, but it looks a whole lot different from where it started |
| 17:19:29 | raptor | well, it seems that you are almost fully rewriting the client - i'm not sure what specifically we'll be able to merge back |
| 17:28:41 | IAmBeard | yeah, there will be no ability to merge back |
| 17:29:11 | IAmBeard | if you gents did switch to my codebase, we'd have to branch and tag the old stuff |
| 17:29:40 | IAmBeard | and just toss in either a new branch, or work off a new repo |
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| 18:12:57 | Ozuma36 | Hello! |
| 18:13:02 | raptor | hi |
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| 18:16:18 | IAmBeard | that was a short lived conversatin |
| 18:16:21 | IAmBeard | *conversation |
| 18:16:34 | raptor | hehe |
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| 20:43:22 | raptor | one thing i am woefully ignorant of: sprite coding |
| 20:43:57 | raptor | as i read code from other games... |
| 20:44:12 | Heyub | Naev? |
| 20:44:17 | raptor | hehe, yep |
| 20:44:21 | raptor | and hedgewars |
| 20:44:40 | Heyub | Sprites are something which you have a valid reason to flee from. |
| 20:44:47 | raptor | haha |
| 20:45:41 | Heyub | I've heard of hedgewars... never looked at it though. |
| 20:48:32 | raptor | koda is our liason to hedgewars |
| 20:48:49 | Heyub | Hmm... |
| 20:48:49 | koda | :D |
| 20:48:52 | raptor | he helps boost our IRC numbers and helps me solve Mac problems |
| 20:49:02 | IAmBeard | my RenderableObject is basically a sprite handler |
| 20:49:13 | koda | and try to convince everyone to get onboard on gsoc :p |
| 20:49:33 | IAmBeard | hedgewars is a fun game - only played it a few times |
| 20:49:44 | Heyub | When I think of sprites I think of battle for wesnoth |
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| 20:51:56 | LoneWolfy | oh sams not here... |
| 20:52:12 | Heyub | Hedgewars looks like worms |
| 20:52:22 | koda | /O\ |
| 21:06:54 | raptor | Heyub: it started out as a worms clone of sorts; but i think it has gone above and beyond since |
| 21:07:02 | raptor | expecially being cross-platform |
| 21:08:16 | Heyub | I never liked worms, cant stand turn based stuff |
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| 22:13:53 | raptor | we should do a level design contest |
| 22:13:58 | raptor | we need a theme |
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| 22:33:49 | Heyub|2 | Cubicals |
| 22:37:38 | raptor | here was a thread started on it once: http://bitfighter.org/forums/viewtopic.php?f=13&t=492 |
| 22:37:54 | raptor | i thought there was a list of past ones somewhere... |
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| 22:51:22 | raptor | gotta go, bye.. |
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