Also made the shadows look nicer, and added an option to toggle them on and off (dont ask me why, I just felt like it =).
Z.
Printable View
Also made the shadows look nicer, and added an option to toggle them on and off (dont ask me why, I just felt like it =).
Z.
Screenshot ? ;)
I have started on the UI for my engine. Its going well.
Zaei, how did you do it for Divinity.
I am having a static list of windows within a window class. as a new window is defined or a class derrived window is defined it adds it to the list. Then on mouse down etc events i call Window::MouseDown(iX, iY); and it runs through the linked list calling OnMouseDown(iX, iY);
I guess im going to need some kind of Z order for the windows.
I use a UserInterface manger class, which contains a list of windows, and a list of input handlers. When input is recieved, it is sent to each input handler individually, which decides what to do with it, and returns either true or false. If it returns true, the input message is sent to the next handler, otherwise not (so you can set a hook, and have it steal input, instead of passing it along).
Z.
Cheers,
mine passes along the list and i have set it so if it doesnt handle the input or it wantsto be passed along the handler returns -1, if it does handle it, it returns the window's ID.
This is going to be a really busy week for me, lots of junk going on all over the place, so I dont know how much time ill get on TOW. Just wanted to let you all know =).
Z.
The first release of my engine in its current state is on my site (www.psyvision.co.uk). It has lots of bugs within the UI but it should run fine.
Zaei, in your user interface, lets say you have to windows overlapping:
And the mouse clicks where the letter z is, how do you handle that ? in mine i simple run through all windows and pass the coordinates on mouse click etc, this isnt good because in my case both windows move.Code:
--------
| |
| --------
| |z| |
-------- |
| |
--------
So, how do you do the Z-Ordering ?
I was thinking to having a pointer to the currently active window. At startup this is the first window active, and a list of all the others (no active).
When a hit is registered, it checks if its within the bound of the currently active window, if it is it only sends it to that one.
If the click isnt on the currently active one but not on another it doesnt do anything.
If the click isnt on the active one but on the other then that one is moved to the active list and the other one (previously active is put onto the list of non active).
Thats how I do it... Ill eventually at real Zordering in, though, if only for the rendering.
Z.
How was your day in NY?
Didnt end up going... no one could drive =(
Z.
Where we at folks?
If you want some news from me, I've finally hauled my arse into gear on the fora... Not to expect anything, but I may just get around to finishing if I have enough free time...
Got a huge piece of computing coursework in this friday so ive been working my butt off on that im afraid.
No worries, just looking for a status.
Im still here, but a bit loaded down with other stuff =(. Will be picking back up just as soon as I can.
Z.
I pretty much figured - April is the time for big school and uni projects, am I right? =)
Not really sure... I dont pay much attention :DQuote:
Originally posted by Sastraxi
I pretty much figured - April is the time for big school and uni projects, am I right? =)
Z.
It is in the UK :s
Im with you on that.
Yeah... don't know why I posted that here... was still mad from when this guy did that... Who knows. I think I'll remove the link, it doesn't matter.
OK.
After an extremly long and unplanned hiatus (sorry guys), I've finally done something...
By logical deduction, I figured out that the threading I had going on was REALLY screwing up performance (~5fps on my p4 2ghz gf2, ~50 on my p3 500, tnt2 :confused: ), so ive removed it... back to a standard loop setup. Then wrote a thread to load maps in the background, so basically a reversal of what I had before. Better performance on my tnt2 (~70 fps, with a map onscreen), havent gotten it running on the other yet (might have to copy everything over, not really sure as of yet...).
Z.
Good Zaei.
I have to say that i hate threads in a game. in a game i think it should be a process, you get input, process and respond. i hate threads running all over. in the end its all done by the same cpu and takes the same time...
At the moment the only place I use a separate thread is to load the maps. This way I can immedately see the output of my various debug messages immediately.Quote:
Originally posted by PsyVision
Good Zaei.
I have to say that i hate threads in a game. in a game i think it should be a process, you get input, process and respond. i hate threads running all over. in the end its all done by the same cpu and takes the same time...
Z.
Camera Limiting had been reimplemented... a lot cleaner this time around. Will be adding script camera commands maybe tomorrow.
Z.
It's good to see some progress going on again...
I'd like you all to know that I'm very excited about the summer coming up, it gives me a chance to work on this again. I've got myself going on ASP, and also am in the middle of learning XSLT. This will allow a 2-phase process making things extremely clear to program.
ASP gets stuff from database, puts it in XML. XML is transformed into XHTML by the way of XSLT... the new web technologies are simply amazing.
Sounds like fun, Sas =).
I also forgot to mention that ive started adding ui object creation script stuff in. At the moment all I can do is create a mouse cursor, but that will be changing =).
Z.
Well, i need to restructure the UI system. As it stands, ill be rewriting basic code for every component I want to add, which is unacceptable. Ill be using a layered system, where everything starts from a Basic Window (which is basically a rectangle). The you can add a border, title bar, etc, whatever you like. Ill add ZOrdering, and better window management as well.
Z.
Well, I have had too much work to do to do anything at all, so I've decided to just not worry about TOW for right now, get all of my other stuff that needs doing done, and resume work in 2 weeks or so. After that, Ill be able to give the project some much needed attention =).
Z.
I think we've all made that decision ;). Things catch up with you, times change...
See you all again in the summer :D
Just spent the longest time doing some actual coding for the first time in a month or so =).
Implemented Animated Textures, and the converter for them. Works like a charm =).
Essentially, you define a list of textures and their alpha masks, and it converts each texturem and appends them to a header, containing the number of textures, the width of the textures, and the length of the final animation.
The texture in the game inherits from the basic texture type, so the usage is exactly the same.
Next, I will try to get vertex animated meshes up and running (ive got this huge desire to see something run across my terrain, at the moment =).
Z.
Been slowly working on the animated mesh converter, and trying to model something to animate... I am simply not cut out to do modelling :D.
Anyway, ill probably do some testing on the converter tomorrow, see if it works, and then try to implement it into the engine =).
Z.
You know I'd help you, but I have a lack of modelling programs!
I know =).
I decided to do a bit of testing around, so i created a 128x128 sized map. However, I forgot to change the map size from 78. The terrain generation simply took it in stride, and just generated any undefined areas as 0 height, default texture areas. It actually looked REALLY neat, because there were cliffs in the terrain :D.
Anyway... still working along with this animation stuff... just need a model to test it on, before i get started with it in the engine =).
Z.
Ok, I think the converter works (i've verified that the header up to the start of the first frame's data is correct), now I just need to see if I can reload it, and get it to display =).
Z.
Well, it animates :D
Not quite sure if its working exactly right, but it DOES move, soooo :D.
A few things to add (ie, I forgot to allow animation length settings in the file, so i have to go and fix that...), but it works well so far =).
Z.
Well, spent some time with the new UI today... MUCH improved =). Still wont build yet (need to implement more stuff), but im getting there =)
Z.
Ok, I HAVE been working... just havent had any new developments to post at the moment :D
Have been spedning all of my time with the UI, and I finally got the thing to build and run =). However, unfortunately, I did it right this time, so I cant interact with my console (yet), since the UserInterface is catching all of my input, and sending messages off to the window... which arent handled :D. Will probably get taht doen tomorrow =).
More to come =).
Z.
Z, I'm not expecting you to be working :confused: I've given everyone until the summer (maybe mid-June?) to themselves, just so the project doesn't overwhelm. But it's back to work then!
Z, I'm not expecting you to be working :confused: I've given everyone until the summer (maybe mid-June?) to themselves, just so the project doesn't overwhelm. But it's back to work then!
Puh, It's been summer since May 19th for me =P.
Besides, I've got nearly nothing else to do :D
Z.
I think it's time that we shipped this thread out. I really don't like what's going on here, more than I didn't like it before. It just seems we have no say in what goes on around here anymore, and truth be told I'm getting sick of it. Thinking GalahTech temporarily and then maybe off to our own...?
Wouldnt be so bad if Dell Deals wasnt a super mod... if it was a normal user we could simply throw it on our Ignore Lists...
Im fine with whatever you guys want to do...
Z.
waoh, lots been goign on, i dont hang on these forums and more and i didnt get the updates about people posting. Sounds like progress is still being made, im still with the project and shall be continuing after my exams are over (couple of weeks).
Read my post, we'll all be back up to work on about June 20th or so... :)
Certainly looks as if this advert stuff is here to stay...
Z.
Moved the console stuff over to its own DLL... so ill be able to use it in other places =). Need to implement some more of the UI, but as of now, the old system is gone =).
Z.
Okay guys, I'm sorry I'm late for doing this, but let's get this project started up again. After all, late is better than never, no? :D
Zaei I've been getting that GUI sketch all ready for you... It's something of a mixture between wood and metal... Well I'll post it in a day or two anyway ;)
I'm interested in joining the team, what will we use? BitBlt? DX7?
Ok, I'm alive now =).
When I last left off, I was playing around with the net code again (trying to figure out how I was doing what I was doing with it :D).
Once I get that sketch from Sas, I will figure out what sort of GUI controls I'll need, and start implementing them =).
Z.
You want these to be the actual graphics or just a sketch? I can do both but I don't want to put in a bunch of effort that's not required =/
Sketch. I'll want textures later though =P.
Basically, I want to know what UI components I need to write, and how flexible they should be.
Z.
OK!
I've got camera movement working again, and it's restricted to a certain plane/rectangle so that the camera will never be able to see outside of the map =).
I thought about seeing if I couldnt rotate the camera based on the normal of the tile the camera is over at the moment, but we shall see if I really want to do that :D
I'm also setting up the networking server to load the game DLL and get the networking module from that DLL... so while the shell runs the game, the server just utilizes the netwoking part of the game to start the server, and go by the game rules.
I'm not exactly sure how I'm going to run the networking component, but I will probably go with my original idea of sending game object messages through the server, and then off to the objects that they should go to on all client machines.
The UI is back in action, no problems there (had a little screw up with the console, wasn't displaying correctly for some reason after my conversion, but that has been taken care of).
After all of that, I think all that is really left is to flesh out the scripting system (which will involve implementing the particle system, not sure if I want to script particle effects or not, though), and finish up the mesh animation system (just need to add one more thing, I think), and last but not least, get the gameplay stuff in place :D. Since most of that will be data driven, I just need to plan out how I want everything to interact, then code it :D
Ok, that's my update for now =)
Z.
Excellent. Sounds like youve been doing a lotta work :)
Sounds good Z ;) Since I have changed my homepage to Galahtech I haven't seen too much of what's been going on here. Should be fun times ahead ;)
My homepage will always and forever be about:blank :D
Did we ever decide if we want to move over to GT or not?
Z.
I say yes.
Here I'm posting a thread over there now. You all come over now :D
http://www.galahtech.com/forums
Anyway, I've got some news...
More specifically:
http://www.galahtech.com/forums/inde...showtopic=4335
=)
Z.
*Silently crawls in.* Hellooo? I haven't been here in what, 2 years? How is the project doing? I had to leave because there was nothing for me to do until the engine was done.