From: James Y. <ji...@em...> - 2006-06-21 23:16:30
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First and foremost, please accept my deepest apologies for not being around= for a long time and joining in. I shall not bore you with details except t= o say my MSc, which I started at the same time I tried to get involved with= stendhal, is taking a lot more of my time than I anticipated. Also my work= keeps sending me to Texas at the moment and I have just moved into a house= in need of complete renovation. Life use to be so much simpler. Following your recent meeting logs: [19:22] <mblanch> OpenGL rendering thing is abandoned ( I never read=20 again from the guy ) [19:22] <mblanch> Memory should improve as soon as we do the map system cha= nge [19:22] <danter> ok, I still think that we should check it out [19:22] <danter> ourself [19:22] <mblanch> check what? [19:22] <danter> OGL [19:22] <danter> having some acceleration to the game will indeed=20 speed up things [19:23] <mblanch> I am not able to write any opengl thing :( If you are still interested in an OpenGL client this is my current strategy= for implementing one. I have recently revisted my old code and decided to = start from scratch. One of the major problems I had before was trying to de= velop the code "into" the client and cost me a lot of time. I have started = implementing a framework where all classes involved with graphics rendering= will be completely separate from the client logic. This should help keep t= hem small, simple, and understandable; greatly easing the development. The = framework also lends itself to plugging in different rendering technologies= should there be a need to keep a Java2D option or whatever the future may = bring. I am currently testing my first baseline which will include a test app demo= strating how the framework can be integrated into a client and functionalit= y-wise: 1. Image loading 2. Coverting image to GL compliant image 3. Image cache for storing images (also automatically loads requested image= s that are not in cache and breaks down tileset images into individual imag= es) 4. A layer manager used to store map data in layers (5 graphic, 1 collision= , and 2 entities, number can change if necessary)(this will not know how to= read Stendhal map file formats) 5. Main rendering frame which will display a static picture constructed of = tiles on multiple layers. 6. Interfaces and plugin architecture. Assuming you are happy to continue with this, would someone be interested i= n trying to integrate it into the client? Did I read correctly you might be= looking to refactor the client? It would be very helpful if someone was av= ailable to try integrating it and hopefully by making small releases of the= opengl code it should be easy to follow and that person should soon learn = how it works.=20 If you are interested let me know and I can give you further information of= how I intend on developing and adding capabilities(e.g. lighting), release= order, and/or discuss integration. If you don't feel it is required for St= endhal then no worries. Once again apologies for the lengthy absence. Cheers Jim --=20 ___________________________________________________ Play 100s of games for FREE! http://games.mail.com/ |