From: Marcus L. <d98...@dt...> - 2002-01-21 15:36:10
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Hi there! From: "Peter Strand" <d98...@dt...> > You may want to avoid the "doc" subdirectory, it is full of old junk and > should be cleaned up real soon now... Ugh, there's a lot of old junk everywhere, esp. in data/textures. > > Reaper3D is something I find promising - the screenshots look real great - > > and I also like the way how reaper can be configured - I had a look at > > data/config and data/levels etc We are aiming for a lot more configurability. Peter Pipkorn (our modeller & physics dude) has great plans for a completely modular flight model. He will get to that once he finished the rigid body system (which was due next friday, right? ;-) > > I understand the rest - but what does the 'matrix' statement do? > > Rotation vectors and position, as an 3x4 matrix, written in column-major, IIRC > I think the format is documented somewhere, perhaps in swedish ;) Nope, it isn't. :) (well,not if you don't look at the code) That output was just part of my quick over-the-weekend leveleditor hack. Since I myself had written functions that serialize the matrix class, I felt there was no need for documentation. Uhm.. well.. er.. It is a 4x4 matrix actually. But Peter is ocrrect on the column-wise ordering though. :) > > I'd also like to know: > > How many people are currently involved in reaper3d's development? > > How about you? How many are now actively contributing? > > About seven people are involved right now, with quite varying degrees of > activity ;) All of them, except one half of a person, are also developers. We are sadly lacking in the game design/modelling departement. The game has no real concept or goal, so we're merely making it a big feature heap. ;) > (we all study computer science&engineering here at chalmers) > Reaper started as a project-course last year, but was only an internal thing > until september (or something), when we opened up the development a bit. > Hence the "lack-of-visible-activity", but that will hopefully change.. Yes, we will adjust our activity to match what is visible. ;) > > How do you communicate? > > IRL over pizza ;-) We are still trying to reach the pizza level at our last crunch-time, during April 2001. There was at least one pizza/day and my work hours was from 17.00 to 08.00. Hmpf, I'm rambling as always. Anyway, I'm working on the graphics-engine on Reaper, and it needs to be cleaned up quite much. (It's a horrible crossbreed of simulation, "scene graph", state managing and renderer/rasterizer.) You said you wanted to contribute to reaper, any special areas that you've found interesting? Regards /Marcus |