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Ticket Owner Reporter Resolution Summary
#32 bensch bensch fixed Gui-Fork
Description

The Gui must fork after haven run, that means it must have an option to start without GTK even if it was compiled with it.

  • Idea:
    • The gui represents a Data-Structure, that handles many different Options.
    • The gui parses the ini-file, and also writes it.
    • easy to use interface
  • Interface:
    1. read-in, manipulate, save, fork, (end first process), read-in, start Game
    2. read-in, if gui not wanted, start Game.

the sense is:

  1. GTK will not interfere with SDL
  2. only one thread is working during playing of the Game.
#43 patrick bensch fixed world-simplification
Description

World-class: the main loop of each level needs some caring to:

  1. Modularity:
    • The world exists of many different things: environment effects lights enemies the player and so on.
    • the idea is that the world loads, and updates them, but it should not paint them itself
    • Meaning: everything that is not a loop goes out of world and into a own class (like the light)
  1. Design:
    • initialisations
      • file loading
      • class loading
    • loop
      • class updating
      • class drawing
  1. Restucture:
    • Only functions that are really necessary are located here.
      • Load
      • init
      • loop
    • everything else goes out into other classes

I hope, that with such a modularity we can bring more insight, clearity and simplicity into the very important world-class.

#44 nobody patrick fixed Reimplementing Orxonox Level terrain for Debug Levels
Description

The goal is to reimplement the ground terrain in the existing debug levels (currently some nice sinusoidal hills with snow on their top).

Reasons/Requirements:

  • The ground must be modular (=exchangeable), so there has to be a possibility to change the ground form without changing mathematical functions (sin/cos)
  • There has to be a simple way to add terrains coming from diffrent types of files (having different date sources):
    • Height Map
    • Obj Files
    • self generated terrain matrices (as it is currenty the case)
  • Working without errors on ALL platforms

Implementation:

  • The problem is a typical class/object-problem, closed in itself so shall it be implemented
  • There shall be different ground-data-types for each ground-type (height-map (existing) and obj-loader (existing))
  • Class of type WorldEntity
  • The ground-types must be separatable into different parts for the application of octtrees and such techniques.
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