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Dark GDK / DGDK Open Source Project

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tomtetlaw
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Posted: 20th Aug 2009 10:08 Edited at: 20th Aug 2009 12:49
I have made a button class if yall wanna see:



Give me feedback and be brutally honest

#ifdef __NEWBIE__
MakeAnAwesomeGame(lots of badies, lots of guns, lots of stuff to do, BIG level)
#endif
Scottie Dog
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Posted: 20th Aug 2009 11:35
I may be missing something...



but why do you have dbMouseY() < x+width ?

Also performance wise: move dbMouseX and dbMouseY into local variables before you check them (reduces number of far calls and all the pushing/popping and so on involved)
TechLord
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Posted: 20th Aug 2009 12:07 Edited at: 20th Aug 2009 12:18
Quote: "I am willing to provide the full C++ version of DarkNet for free under the following conditions:
- It can only be used by/distributed to programmers that are members of the team.
- It can only be used non commercially for this open source project.

I would also like (it is not required) DarkNet and/or my name (Michael Pryor) to be listed in the credits.

If you would like to use DarkNet then tell me the email address of the project manager and I will email it to them. Updates to DarkNet will also be emailed to this same address when they are released."

Michael that is very generous and extremely difficult offer to refuse. I'll have to rethink download management. It is anticipated that when fully functional, developers may consider the Engine for use in a commercial product. Do you have any options for commercial use?

Trapped inside the DGDK Open Source Project.
TechLord
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Posted: 20th Aug 2009 12:12 Edited at: 20th Aug 2009 12:17
Ok folks I've updated the Top Thread with info on Project. The project will be distributed under the .

I've also set up Project Management with a modified version of Mantis. The email notification system is broke, but, under investigation by my web host. Until then I will add contributors manually.

Lets get the party started!!!

Trapped inside the DGDK Open Source Project.
tomtetlaw
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Posted: 20th Aug 2009 13:02 Edited at: 20th Aug 2009 13:12
I would like to be in the DOSP Core Team, working on the engine. I have been programming for about a year and a half, I used to jump between different langauges, and my main one was python, but now I mainly use c++ and python.I have been working with the DarkGDK for about half a year on and off so my code probably won't compile first time, but I am sure that I can bring something and contribute to the Super 3D Game Engine. .

I am working on my button class as well, I am currently trying to add labels which won't take to long, and I am going to add border styles to the buttons and different buttons other then just ButtonFireWhenClicked.

And by the way, really good job on the first post, it's presented really well and provides all the information anyone could ask for!

#ifdef __NEWBIE__
MakeAnAwesomeGame(lots of badies, lots of guns, lots of stuff to do, BIG level)
#endif
chunks chunks
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Posted: 20th Aug 2009 13:07
hi my name is chunks , i have been programming for around two years.
I have made several plugins for dbpro , my main interest is audio , i already have a c++ wrapper for direct sound and the mixer api + i wrapped the wmp3 class for dbpro , i can quite easily make it again for gdk . I know the mp3 and midi support for gdk isn`t great .

So ive you need some audio libs programmed in gdk style let me know.


chunks . . .

nvidia geforce 9500gt + amd athlon 64
windows vista ultimate.
Try
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Posted: 20th Aug 2009 15:01 Edited at: 20th Aug 2009 15:04
@TechLord,
Quote: "Hi Try, Welcome to DGDK Open Source Project (DOSP). Tell us a lil bout yourself in a BIO. Check Posted: 18th Aug 2009 07:49 for an example."

Hey, did I mention your good manners?
(Sorry, didn't have access to internet (been out for a few days))

Try's BIO: Enjoys playing Action Adventures (Prince of Persia, Devil May Cry), RPGs, Desktop Games. Never got along with FPS though!
Loves C++ and has been trying to get along with DGDK in serious projects for the past few month.
Likes to develope 2D/3D platform games (anime style) and 3D Level Editors.
He has got experience using 3DSMAX and Photoshop as well.
Loves to be part of a good online team to learn from!


Cheers,
-Try
Matty H
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Posted: 20th Aug 2009 16:22
Quote: "I have made a button class if yall wanna see:"


Tom, did you make that because of my example code challenge?

That was just an example off the top of my head and I have no real idea at this point how it would fit into the project.

TechLord is in the middle of porting his MAUI (Multi-app user interface) over to GDK to I presume that will take care of GUI stuff.

On the other hand, I see you are using some of the more advanced features of C++ (pointers to functions etc..). Thats pretty cool but it is hard for me(and maybe others) to understand.

I suggest putting in alot of comments, there may be alot of contributers to the project all at different stages learning C++.

Also, a quick demonstration of how the class is used would be cool.

But I would not spend too much time on any coding yet as we don't really have any direction until the design phase is complete(has not started yet lol).

Its pretty cool though that you are thinking about the project and putting your ideas and code out there, nice one.
Michael P
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Posted: 20th Aug 2009 18:35
Quote: "Michael that is very generous and extremely difficult offer to refuse. I'll have to rethink download management. It is anticipated that when fully functional, developers may consider the Engine for use in a commercial product. Do you have any options for commercial use?"

Yes, I've updated the purchase page with an option for projects like this. You can purchase 5 copies of DarkNet at half price. Here is how the license works (pasted from the website):

A single copy of DarkNet may be used on only one computer at a time. No DarkNet material may be edited without express permission. No restrictions are imposed on software created using DarkNet, restrictions only apply to the plugin itself during the programming stage.

You can use the free version of DarkNet under the conditions I mentioned earlier and when ready you can purchase the necessary copies to take the project commercial.

heyufool1
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Posted: 20th Aug 2009 18:46
I would like to help out with programming the engine. I already posted my bio but I didn't say what I wanted to do

Games are like life, they should never stand still.
Crazy Programmer
AGK Developer
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Posted: 20th Aug 2009 19:01
Hi im Crazy Programmer iv been around the TGC forums since 2004 off and on. I bought the GDK from TGC about 3-4 years ago. Been usin it off and on ever since. I start college on monday taking my basics with a few computer classes. I look forward to helping out, my best field of programming is AI

Marvin the Magician by Soharix
http://forum.thegamecreators.com/?m=forum_view&t=141496&b=8&p=0
heyufool1
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Posted: 20th Aug 2009 19:01
Quote: "best field of programming is AI"

Oh man I wish that was mine

Games are like life, they should never stand still.
TechLord
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Posted: 20th Aug 2009 20:19 Edited at: 20th Aug 2009 20:25
Quote: "[quote] "Michael that is very generous and extremely difficult offer to refuse. I'll have to rethink download management. It is anticipated that when fully functional, developers may consider the Engine for use in a commercial product. Do you have any options for commercial use?""


Yes, I've updated the purchase page with an option for projects like this. You can purchase 5 copies of DarkNet at half price. Here is how the license works (pasted from the website):

A single copy of DarkNet may be used on only one computer at a time. No DarkNet material may be edited without express permission. No restrictions are imposed on software created using DarkNet, restrictions only apply to the plugin itself during the programming stage.

You can use the free version of DarkNet under the conditions I mentioned earlier and when ready you can purchase the necessary copies to take the project commercial.[/quote]

Awesome Michael P. I will be Project Coordinator. You can email at frankie_taylor@hotmail.com

If you signed up and did not receive an email please send me an email with desired password so that I can update the account manually. There still appears to be an issue with email notifications, hopefully to be resolved soon. Thank you.

Trapped inside the DGDK Open Source Project.
Matty H
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Posted: 21st Aug 2009 00:42 Edited at: 21st Aug 2009 00:43
Quote: "Maybe I can make a contribution too. I've been working on a level editor which is supposed to be general enough to cover a wide range of needs. I'm using Windows API elements to give it a user-friendly interface. The idea has always been that I'll give it to the community with full, commented source code, so that people can take the code and customize it instead of starting from scratch. I believe this is in line with the goal of your project."


Sounds very interesting, can't wait to see it.
Anyone else working on anything that may be of use to the project?
Crazy Programmer
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Posted: 21st Aug 2009 06:13
Where will we be signing up at?

Marvin the Magician by Soharix
http://forum.thegamecreators.com/?m=forum_view&t=141496&b=8&p=0
TechLord
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Posted: 21st Aug 2009 07:22 Edited at: 21st Aug 2009 07:25
Quote: "Where will we be signing up at?"
Click `JOIN` under the top logo. To everyone: I believe the email notification issue has be resolved, let me know if you have any trouble.

FYI: I'm modifying the Mantis Bug Tracker Application for DOSP so you find some things that are missing or out of place. Please bare with me as I'm jumping between several tasks to get things in order.

I will be posting some game engine block diagrams to help us determine what Tasks are needed. Perhaps, we can have a lil fun with this and turn it into a art contest posting their version of the engine.

Trapped inside the DGDK Open Source Project.
TechLord
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Posted: 21st Aug 2009 10:59 Edited at: 21st Aug 2009 20:28

I don't really understand the purpose of Mantis, can you explain it to me?
MantisBT in its original form is a free popular web-based bugtracking system. It was highly recommended for being really simple and useful for organizing tasks (of any kind) for work groups and I'm adopting it for DOSP with a task-driven theme.

Whats the purpose of the Diagram Drawing Contest?
1) To have a lil fun. There is no stipulation on what diagrams have to look like, if they're diagrams at all - hehe.
2) The next step for the Core Team is to figure out what Task need to be done, and whos doin what. Everyone has ideas about it, but, everyone can not work on the same task. We're going to have to prioritize them, assign them, and work them to create something tangible.

Open Source doesn't mean unmanaged. In fact, the most successful open source projects are highly managed requiring contributors to adhere to some guidelines for submissions to be used in the project. We are going to develop these together.

Trapped inside the DGDK Open Source Project.
Try
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Posted: 21st Aug 2009 12:49
Quote: "Open Source doesn't mean unmanaged. In fact, the most successful open source projects are highly managed requiring contributors to adhere to some guidelines for submissions to be used in the project. We are going to develop these together."


@TechLord,
Perfect...

I am really excited, I know I might not be very useful, but I'll follow your works anyway... (Maybe I can do something as well )

Funny thing is I can't open hpquest at all
(It's been 3 days I've been trying!)

Any hints?

Cheers,
-Try
tomtetlaw
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Posted: 21st Aug 2009 14:36 Edited at: 21st Aug 2009 16:41
Have we got a place where we can store the code yet? I have a few classes lying around that might be useful:

_Point, int and float versions:


_Vector, int and float versions:


Color:


Bounds:


And this is an updated verion of my button class, it uses the classes I made above:


I didn't put much comments because all these do is hold data into variables,
so I thought that it wouldn't need much explanation
Hope these are useful!

#ifdef __NEWBIE__
MakeAnAwesomeGame(lots of badies, lots of guns, lots of stuff to do, BIG level)
#endif
TechLord
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Posted: 21st Aug 2009 15:41 Edited at: 21st Aug 2009 16:04
Quote: "Funny thing is I can't open hpquest at all
(It's been 3 days I've been trying!)

Any hints?"
Where are you located and who is your ISP? As far as I know there isn't any IP blocking and others can reach the site. I would suspect the trouble to be on your side and recommend contacting your ISP.

tomtetlaw looks like some groovy classes that could go into the Common Lib. Are you aware that Direct X provides equivalent structs: D3DVECTOR3, D3DXVECTOR2 (Point) and D3DCOLORVALUE? (http://msdn.microsoft.com/en-us/library/bb172965%28VS.85%29.aspx)

I would also highly encourage you to put comments in your code.

Trapped inside the DGDK Open Source Project.
tomtetlaw
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Posted: 21st Aug 2009 16:33 Edited at: 21st Aug 2009 16:34
I thought the code didn't need comments because it was so simple, it was only holding values in variables with symbolic names lol

How do I put the code into the Common Lib ?

#ifdef __NEWBIE__
MakeAnAwesomeGame(lots of badies, lots of guns, lots of stuff to do, BIG level)
#endif
Matty H
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Posted: 21st Aug 2009 18:36 Edited at: 21st Aug 2009 20:19
I have no idea how to start piecing an engine together but here are a few classes that I have been experimenting with(attached).

The "game object manager" might be a good place to start, I mean, it is pretty crucial that it is efficient at adding, deleting and updating the correct entitys at the correct time imo.


@tomtetlaw
I think its good just to get into the habit of commenting all the code, no matter how simple.

Also, as the DOSP is by default inheriting all the Dirct3D structures (vectors, matrices, even quaternions) is it not best to use those in the project unless yours have some useful functionality that they dont?

I'm not saying they should not go in but it would be good to hear some opinions.

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TechLord
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Posted: 21st Aug 2009 20:49 Edited at: 24th Aug 2009 08:56
Its gonna be a busy weekend for me. I'll be relocating to a new residence so my internet etc will out of commission until Monday. I'm currently reviewing a few suitable wiki apps to setup Docs. Once I've settled in, this will be top priority to setup a FAQs and a `Getting Started` help page.

I posted a good bit of what I anticipated should go into the engine in Top Post (See Recommended Plug-ins in priority order based on possible dependencies). I will be creating Task in the Coordinator based on that list. However I expect things to change when we get some engine diagrams posted (thnx matty for the first entry). I will be opening up task for folks to assign themselves and work.

PS: Also take a look at the Top Post Jobs/Members Section. The member list is generated for the DOSP Coorinator and will update dynamically.

Trapped inside the DGDK Open Source Project.
Crazy Programmer
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Posted: 22nd Aug 2009 03:02
Good luck with your move, be safe. Hope to see you soon

Marvin the Magician by Soharix
http://forum.thegamecreators.com/?m=forum_view&t=141496&b=8&p=0
TechLord
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Posted: 25th Aug 2009 03:21 Edited at: 25th Aug 2009 12:49
Hi Everyone, settling in from the relocation. A little sore from lifting Appliances, but, eager to get back to DOSP.

Due to my laziness and indecision, I've set up an experimental Docs System on Coordinator as Project: Super 3D Game Docs. You create Doc Pages in the same fashion you create Task, thus, the same features are available. Also note that in the Description, Addition info and Notes that you can use HTML except for <img> and <a>. To create a link just post the URL directly. I don't know if it's a good or bad idea yet, but, its one way too take advantage of the applications already in place.

Like a Wiki, `Core Team` Access allows you to create/edit any Task in the Coordinator regardless of who created it and privacy settings. It is requested that Core Team members Assign and make Private (marked with a ) Task to indicate reservation. It is also requested that Task with these settings are not modified without permission from the assigned Contributor.

So far, we only have 1 Entry for the Engine Diagram Drawing Contest. I'm working on mine tonight. Need inspiration? Take a deep look at the Games Collage in the Top Post. There are common systems hiding in each image. Systems that come to my mind when I stare it are: User Interface & Collision, Finite State Machine, Network Transport. Lets get some more entries before 08/26.

Trapped inside the DGDK Open Source Project.
Potassium
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Posted: 25th Aug 2009 11:54
I'm interested in this project, I want to join. I never worked on a group project before, but I am interested in joining.

Bio: Enjoys playing FPS, programming for 6-7 months. Can be lazy at times but usually not too bad. Never worked with GUI's before.

My email is below, I would like the full version of DarkNet for free, so I will join. I just don't know my role.

There are 2 ways to develop for the N64:
1. Develop C code with PsyQ SDK and illegal Nintendo libs
2. Develop C code with legal kits, such as the Ground Zero devkit (g0dev.zip)
TechLord
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Posted: 25th Aug 2009 13:24 Edited at: 25th Aug 2009 13:38
I've uploaded my entry and consolidated all others for the Engine Diagram Drawing contest here.

@Potassium: Click JOIN in Top Post.

Trapped inside the DGDK Open Source Project.
Potassium
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Posted: 25th Aug 2009 16:36
I joined.

I don't know where to start on an engine, hopefully somebody can help. Hopefully this project will get somewhere soon.

There are 2 ways to develop for the N64:
1. Develop C code with PsyQ SDK and illegal Nintendo libs
2. Develop C code with legal kits, such as the Ground Zero devkit (g0dev.zip)
TechLord
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Posted: 25th Aug 2009 19:01 Edited at: 26th Aug 2009 02:39
Quote: "I don't know where to start on an engine, hopefully somebody can help. Hopefully this project will get somewhere soon."

Welcome to DOSP Potassium and to others I failed to greet earlier,

No Engine coding has begun. I've been running a Engine Diagram Drawing Contest from 08/21 - 08/26 in hopes to solicit more illustrated input on the Engine's Design, and pick a design. Once selected, the core team should be able to create task for ourselves and contributors to work on. The current task in the Coordinator are based on preliminary ideas for what I thought should go into the Super 3D Game Engine. These systems are listed in the Top Post.

Getting Started is disorienting (as we don't have anything tangible to download) and I've been writing up Getting Started Article. If you can view the Article you realize its using the same system Task are. One of my goals as Coordinator is to reuse and consolidate tools and apps. It may take a little getting use to but, if we keep information in a standard format it will be easier to use.

In the meantime I recommend getting familiar with DOSP Coordinator.

Trapped inside the DGDK Open Source Project.
TechLord
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Posted: 26th Aug 2009 03:46 Edited at: 6th Jul 2011 12:56
Mista Wilson
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Posted: 26th Aug 2009 05:22
Wow, Nice Diagram techlord

I have a small query about the liscensing of the project.

I saw above that you are looking at using the LGPL. I also noticed that you are possibly going to be using plug-ins like DarkNet in the project which is cool and I think will make it alot easier in some respects.

My query is in relation to the stipulations of the LGPL and if you are aware of ceratin requirements. If you release the project under that license, then anything that is a part of the project(that includes all of the addons used in it I think, but may be wrong) must be able to be updated by the end users..... I was specifically thinking about DarkNet, but it also may affect other plugins, Im fairly sure that Mike wouldnt want to make his plugin available as source code or make the plugin able to be upgraded by users independantly of him(hes done a great thing making it available to you guys to use for this project) and I dont think other authors of similar commercial plugins would like to release source code either, though I havent read the specific of the lgpl, perhaps having the plugins able to be upgraded by their authors only would meet the requirements ?

Im only aware of this because of my use of Crazy Eddies GUI, which was initially released under the LGPL, but had to be re-liscensed under the MIT, due to its exclusive use by Ogre3D as a gui and Ogre3D starting to be used in console platform dev(xbox360), the stipulation of the LGPL that everything had to be upgradable by end users could not be met on the Read-Only DVD console platform. Im not sure if this would even affect PC software or this project.

Sorry for prattling on about it, but I just thought it was something to think about, especially as the project is billed as Open Source. Licensing will become more important as you build it and it becomes more complex and the issue of people wanting to use it in their own commercial/non-opensource projects pops up. It might just be a case of checking out some other similar, but less restrictive licenses, like the MIT one which doesnt require that end users are able to change anything, but doesnt hinder it either, or picking apart a legal expert's brain to write your own license lol

Anyway, ill be keeping my eye on this project, its looking very interesting right now, if I see any way I can contribute in the future ill "stik ma hand up fer shor!"

If it ain't broke.... DONT FIX IT !!!
Crazy Programmer
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Posted: 26th Aug 2009 19:40 Edited at: 26th Aug 2009 19:41
Wow tech....no ones even gona try now...thats like an automatic win

Marvin the Magician by Soharix
http://forum.thegamecreators.com/?m=forum_view&t=141496&b=8&p=0
TechLord
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Posted: 27th Aug 2009 03:19
Thanks for the compliments on the Diagram everyone. You can do a lot with MSO Powerpoint. I was hoping to get more entries from the community I appreciate everyone (matty halewood) for participating.

@Mista Wilson - Thanks for input on the topic of Licensing. Michael P has provided Darknet Source for use only in DOSP by its members. No other restrictions have been declared. I'll conduct more research on this.

Trapped inside the DGDK Open Source Project.
Potassium
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Posted: 27th Aug 2009 11:12
Yeah nice diagram, I'm still looking at what to do, for now, I don't think I can make a major contribution, but I think I can do something. I made a Toon Model Viewer in DarkGDK, here's the project:

http://forum.thegamecreators.com/?m=forum_view&t=155299&b=22

Not sure how good it is considered though, it does require cartoon shading, most cards these days should support it.

----

An open-source FPS called OpenFPS (in DBPRo) is being worked on. Here's the link: http://forum.thegamecreators.com/?m=forum_view&t=154924&b=1

It might help observing it. I

There are 2 ways to develop for the N64:
1. Develop C code with PsyQ SDK and illegal Nintendo libs
2. Develop C code with legal kits, such as the Ground Zero devkit (g0dev.zip)
TechLord
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Posted: 27th Aug 2009 16:00
Quote: "Yeah nice diagram, I'm still looking at what to do, for now, I don't think I can make a major contribution, but I think I can do something."
Have you taken a look at the unassigned Task posted in the Coordinator? Perhaps you could find something of interest. There are also some conceptual Plug-ins posted that could provide a challenge to anyone who be willing to take them on.

Trapped inside the DGDK Open Source Project.
Potassium
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Posted: 28th Aug 2009 09:39
I added a Havok physcis integration, the thread on implementing it with DarkGDK isn't mine, but it might help (for the physics).

And why am I a Contributor and not part of the Core Team? Any reason?

There are 2 ways to develop for the N64:
1. Develop C code with PsyQ SDK and illegal Nintendo libs
2. Develop C code with legal kits, such as the Ground Zero devkit (g0dev.zip)
TechLord
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Posted: 28th Aug 2009 09:41 Edited at: 28th Aug 2009 10:12

1. Docs: Added DOSP Coordinator Quick Start - This help file will show you how to use the DOSP Coordinator Task in 5 EZ Steps.
2. Web: If you looked at the project but didn't want sign up yet, you can log into the Coordinator as a guest.


1. Source: Uploaded S3GE VC++ Project to get the Source rolling. Contains Main.cpp with basic DGDK Template. Includes S3GE_API.h(W.I.P) and references Barnski's LUA_plugin.h.

All of the updates are available in Top Post. I also posted several Tasks up for grabs or discussion in the Coordinator. Matty Halewood has taken on integrating Physx and Potassium looking into Havoc Physics.

Trapped inside the DGDK Open Source Project.
chunks chunks
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Posted: 29th Aug 2009 15:11 Edited at: 29th Aug 2009 15:13
I was thinking about adding irrklang audio for the audio system , its free as long as its non-commercial , it comes in the form of a dll which needs to be with any exes created .

do you guys think this is a good idea , if not i have a small direct sound wrapper for gdk but that only uses wavs , the irrklang uses mp3/ogg/wav/midi and has some sound effects eg : reverb / distortion etc .

http://www.ambiera.com/irrklang/

have a look .

chunks ...

nvidia geforce 9500gt + amd athlon 64
windows vista ultimate.
TechLord
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Posted: 29th Aug 2009 18:59
Quote: "I was thinking about adding irrklang audio for the audio system , its free as long as its non-commercial , it comes in the form of a dll which needs to be with any exes created .

do you guys think this is a good idea , if not i have a small direct sound wrapper for gdk but that only uses wavs , the irrklang uses mp3/ogg/wav/midi and has some sound effects eg : reverb / distortion etc ."


YES, YES, go for it chunks chunks. Audio is totally underrated, and its required to set the mood. In fact I failed to include it in my diagram (back to the drawing board.) The Super 3D Game Engine needs this library.

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chunks chunks
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Posted: 29th Aug 2009 19:14
cool already made a start on it , will add it in when i suss out the project manager thingy lol.

I have styled it like gdk with a static lib and header file is that ok ?

chunks

nvidia geforce 9500gt + amd athlon 64
windows vista ultimate.
Potassium
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Posted: 30th Aug 2009 14:52
Shouldn't we set milestones or goals for this project? I know its open-source and its an indie project, but goals will help us keep on track.

The engine should be relevant to the game. i.e. if it needs something, then add it, if it doesn't then don't

Havok physics might have some licensing issues for those going commercial. Its probably okay for this project since we're not going commercial. But you could use PhysX instead.

For me, school starts tomorrow, so i might have to focus more on schoolwork, but in the meantime, I'll be looking up some rendering techniques on culling and such.

There are 2 ways to develop for the N64:
1. Develop C code with PsyQ SDK and illegal Nintendo libs
2. Develop C code with legal kits, such as the Ground Zero devkit (g0dev.zip)
jezza
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Location: Bham, UK
Posted: 30th Aug 2009 19:23
Hey guys, I have been inactive from these forums for a few weeks, but I'm back!
If you need an extra hand, I can probably donate an afternoon here or there to this project, but nothing major because of school and my job.
If you need credentials, I moved from DarkGDK a while back (but I can still use it) to native DirectX, and worked on pdEngine (see sig).
From this I have experience in lirbary writing, as well as physX integration, if you need it.
I am currently working as a programmer on a game built on Leadwerks.

Matty H
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Location: England
Posted: 30th Aug 2009 20:00
Jezza, I have started integrating PhysX into the project.
Alot of what I have done so far wouldn't have been possible if it was not for you lol, without you even knowing.

I have credited you in my code, you should sign up and take a look at what I have done. I would be more than happy for you to take over the PhysX integration as I am learning as I go, I could help you.

On the other hand, you may not have the time which is fair enough, in that case it would be great if you could just help me out and give me some pointers. Let me know what you think.

Hope to see you in the team soon.
jezza
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Posted: 30th Aug 2009 21:52
I have signed up for the mantis thing, but don't really get it. You have SVN somewhere?
I'd rather not take over the physX, but I'm always happy to help.
If you need pointers, use the & operator.

Michael P
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Location: London (UK)
Posted: 30th Aug 2009 23:18
Quote: "If you need pointers, use the & operator."

Its a good idea to reference an object (&) if its larger than 4 bytes as this way the entire object isn't copied. And if you shouldn't be changing the referenced object then its a good idea to make the reference constant.

By the way there are limitations to references e.g. you can't change what they point to after initializing.

Hey jezza do you happen to goto Birmingham University?

jezza
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Posted: 30th Aug 2009 23:30
The pointer thing was a joke.
And I don't, I'm still at school, but my Dad lectures there as a physicist.

Michael P
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Posted: 30th Aug 2009 23:34
Quote: "The pointer thing was a joke."

I think I killed it

Quote: "but my Dad lectures there as a physicist."

I might see him, I'm starting there soon.

Matty H
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Posted: 31st Aug 2009 01:34
Hey Jezza, thats cool, I'm enjoying wrapping up PhysX.
I'm bound to run into problems though and you might be a good person to have around.

Up to now I can pass a object ID into a function and it will create a PhysX box around it, my current problem is with scaled objects, dbObjectSizeX() etc.. do not return the scaled size so my PhysX box is the original size, boo.

I think there are workarounds though and I'm looking into them but if you(or anyone) know an easy way to get the scaled objects dimensions then let me know, thanks.
Faker1089
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Location: My own little world....
Posted: 31st Aug 2009 04:49 Edited at: 31st Aug 2009 09:05
This project seems very interesting. There aren't very many tasks yet, so I am not sure where you are.

BIO: I have been a hobbyist programmer for 6 years and have learned a few different languages. I have written at least a hello world program for most game consoles (hand held and TV based) starting from the PSX. I play all types of games (except gambling and racing).

I am hoping that this project gets enough support to get it off the ground, because I have seen and been a part of several projects like this where after getting a few parts done they just stop because no one wants to work on it anymore. IT LOOKS AWESOME KEEP IT UP!!

Edit: I noticed that you were after an XML parser. Would irrXML be a possibility? I know that it is fairly simple to implement in a non-irrlicht project. It uses the zlib license and it looks a ton easier to use than RapidXML with similar if not the same features.

http://www.ambiera.com/irrxml/
TechLord
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Location: TheGameDevStore.com
Posted: 31st Aug 2009 11:42 Edited at: 6th Jul 2011 12:58
Quote: "I have signed up for the mantis thing, but don't really get it. You have SVN somewhere?"


MantisBT is a free popular web-based bugtracking system. Recommended for its simplicity and usefulness in organizing tasks (of any kind) for work groups. I adopted for DOSP with a Task-Oriented theme (english only) to track what needs to be done and who's working on it. Check out DOSP Coordinator Quick Start. I'm also using Task to create Wiki-like Articles, and share Ideas. SVN looks more complex than what I'm willing to tackle. Anyone familiar with it are more than welcome to set it up.

Quote: "Shouldn't we set milestones or goals for this project? I know its open-source and its an indie project, but goals will help us keep on track."


Task in the Coordinator are used for this purpose. The project is divided into three (3) Phases: Engine --> Editor --> World (Game Content). I drew up a Engine Diagram based on what I thought would be needed to make it functional and with tidbits from http://www.heroengine.com/. Inspired by DBPro's Plug-in System - the engine is built entirely from plug-ins. The Plug-in Architecture should simplify interchanging and expanding plug-ins. Current Tasks in the DOSP Coordinator are for Plug-ins that could go into the engine based on the Engine Diagram. I'm hoping that contributors challenge themselves to work on a unassigned plug-in in the Coordinator.:


Depreciated Super 3D Game Engine Architecture (Click to Enlarge)



New Super 3D Game Platform Architecture (Click for Full View)


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