Search found 65 matches

by Marijn
Mon Sep 20, 2004 10:47 am
Forum: Programming
Topic: Effects: Describe/Implement as Python-scripts?
Replies: 29
Views: 9117

I think implementing all game logic in C++ will not be a lot of fun. A python script will not be much slower than XML that has to be interpreted by the program and it will be a lot more flexible. Besides, these are not things that have to happen thousands of time per second. We're talking about a tu...
by Marijn
Fri Sep 17, 2004 12:15 pm
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 75496

A big engine is probably overkill for this game. The physics will probably be simple and in deep space the screen is not so filled with objects that a brilliant culling algorithm is needed. I'd try free engines or self-made systems first before shelling out cash, after all only a part of the game is...
by Marijn
Thu Sep 16, 2004 8:46 am
Forum: Graphics
Topic: splash v0.3
Replies: 66
Views: 25879

They are great, I like the ship especially. Only gripe I have is that your stars tend to look like fireworks. I think making them a little less bright would solve this.
by Marijn
Wed Sep 08, 2004 1:26 pm
Forum: Programming
Topic: Python integration?
Replies: 47
Views: 10512

I think the idea of using an embedded scripting language would have been much more viable if it had been there from the start and almost all game-related things would have been programmed in the scripting language, with the C++ system providing just a basic environment. I do not see the problem peop...
by Marijn
Wed Sep 08, 2004 1:00 pm
Forum: Programming
Topic: Need some help with my first Program
Replies: 8
Views: 3296

http://www.mindview.net/Books/TICPP/ThinkingInCPP2e.html - Online books giving a good introduction to the language. The first one is better than the second. http://www.relisoft.com/book/ - Another online book. Focuses both on the language itself and on 'programming' in general. I found it a very goo...
by Marijn
Wed Sep 08, 2004 12:36 pm
Forum: General Discussion
Topic: FreeOrion V0.2 is looking good!!!
Replies: 47
Views: 10860

Is anything ever animated on the screen in FO? If not, there no reason to do 'frames per second' at all, just redraw when you get new input. If there is, offer an option to turn off the animations. I think that a turn based game like this should run properly on anything over 100 mhz (maybe without a...
by Marijn
Sat May 22, 2004 8:37 am
Forum: General Discussion
Topic: Linux installation poll...
Replies: 4
Views: 1670

Well, I'm using FreeBSD, which is not really supported yet it seems, and GG completely fails (compiles, but does not run). Frustrating.
by Marijn
Wed May 12, 2004 8:12 am
Forum: Other Game Design
Topic: Story based combat engine
Replies: 53
Views: 9544

- I do not think showing a detailed animation would be viable in the 'narrative' combat system. Unless we create a really brilliant AI the player will get very frustrated by the stupid things his ships do and his inability to micro-manage them. And I suspect we won't be able to make the AI brilliant...
by Marijn
Fri May 07, 2004 9:08 am
Forum: Graphics
Topic: planets v0.2
Replies: 73
Views: 17248

from http://www.parallab.uib.no/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch10.html (I've usually found it more practical to calculate my own texture coords.) void glTexGen{ifd}(GLenum coord, GLenum pname, TYPE param); void glTexGen{ifd}v(GLenum coord, GLenum pname, TYPE *param); Specif...
by Marijn
Fri May 07, 2004 8:41 am
Forum: Programming
Topic: Available Work for Programmers
Replies: 48
Views: 11779

Great idea. I set something up:

http://www.freeorion.org/wiki/index.php ... mming_Work

Now, if the currently active programmers would take a moment to populate this the rest of us can also get some work done.
by Marijn
Thu May 06, 2004 4:15 pm
Forum: Programming
Topic: Available Work for Programmers
Replies: 48
Views: 11779

I saw a list of things to be done come by in the mailing list a while ago (a little after .1 got released I think), but that is probably completely outdated by now. Maybe we should keep a structured list of to-do things somewhere, and let people check things out so no two people are working on the s...
by Marijn
Thu May 06, 2004 2:16 pm
Forum: Announcements
Topic: FreeOrion Wiki now available
Replies: 8
Views: 17790

Will this also be for source documentation? I guess "details on the system" could include that. I do not mean per-function documentation (that's what doxygen is for), but a description of and comments on the general structure of the program. edit: I like it! I added some rather nonessentia...
by Marijn
Thu May 06, 2004 7:27 am
Forum: General Discussion
Topic: Request: Documentation
Replies: 6
Views: 1791

I like the idea, wiki's make contributing very easy. You'll probably have to set up some kind of ruleset for the content, so it takes a form that is easily transferrable to another form of documentation (unless you plan to always keep the documentation as a wiki - actually a wiki game manual sounds ...
by Marijn
Mon May 03, 2004 6:58 pm
Forum: Graphics
Topic: Colony WIP
Replies: 42
Views: 16016

*Very* nicely done. Constructive criticism: The fields look a little pasted on at the moment, try to blend them into the underlying terrain somehow (I suppose they are bitmaps? Maybe reduce alpha...) Also make the mountain/hill thingies a little less strong - right now the terrain looks almost flat ...
by Marijn
Fri Apr 02, 2004 7:34 am
Forum: Off-Topic
Topic: Top List of Enemies to be feared ...
Replies: 14
Views: 5425

Yeah, watch out for the Dutch. Our current governement is doing all it can to remove that tolerance and friendliness nonsense, soon we'll just be 2-meters-tall evil overlords.

By the way, what is the impression our current prime minister (Balkenende) makes on you foreigners?