Dylan Blair

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  • OpenSkyNet: Pathfinding API v0.51 released

    OpenSkyNet - Moving towards a comprehensive artificial intelligence solution for game developers under the LGPL. The goals are to implement action selection solvers, robust steering behaviors (including pathfinding algorithms), and machine learning. The motherboard and hard drive on my Win2K box both finally died after almost a decade of use. Now, I have an Ubuntu laptop. What this means...

    2008-09-19 20:26:59 UTC in OpenSkyNet

  • Followup: RE: Pathfinder Physics?

    hey, yes, it can work with any collision library. The parts that need wrapping/conversions are CD::Volume and a couple of the Math classes. For example, in the 0.41 demo code, I tie Ogre::SceneNode with CD::Volume in Core::PhysVisObject. Containment is used there, but multiple inheritance with CD::Volume could also work (I should prob make the class an abstract interface for that purpose).

    2008-08-25 18:46:59 UTC in OpenSkyNet

  • New release with level designer

    A level designer that uses the .NET framework has now been added to the game release. The game has only minor updates to handle updated dependencies and a few new pieces of artwork.

    2008-03-02 11:32:06 UTC in Tactics3D

  • Comment: can't upload files to web server

    This item can be deleted. I can upload normally now.

    2007-11-12 04:27:40 UTC in SourceForge.net

  • can't upload files to web server

    When I try to upload files to: /home/groups/o/op/openskynet/htdocs/ I get "No space left on device" messages EVEN after I free up space.

    2007-11-11 12:42:23 UTC in SourceForge.net

  • Pathfinding API v0.5 released

    The big news with this release is that, like any good open source project, the code is now platform independent. I finally acquired a Linux box to test with - my PS3 running Debian. The other updates are: Transformable waypoint collections (WPCs) are now incorporated into the pathfinding algorithms. WPCs are inserted as subpaths when a pathfinding algorithm reaches a bin solely occupied by...

    2007-11-11 12:13:32 UTC in OpenSkyNet

  • Followup: RE: Fear not

    to clarify, debug should use /MDd and release should use /MD.

    2007-04-22 02:52:41 UTC in OpenSkyNet

  • Followup: RE: Fear not

    that definitely looks like a C runtime library linking error to me. have you made sure that you built tiny XMl with the Multi-threaded DLL, /MD option in Visual Studio? it is under C/C++->Code Generation->Runtime library.

    2007-04-22 02:50:36 UTC in OpenSkyNet

  • Followup: RE: Fear not

    Hello, aiinas. Per the readme, the version of TinyXML used at the time of release was 2.4.3, but I have used later versions successfully since then. I use the STL versions (tinyxmld_STL and tinyxml_STL.lib for debug and release, respectfully) and link TinyXML against the dll versions of the C runtime libraries (the Multi-threaded DLL, /MD option in Visual Studio). The runtime libraries may be...

    2007-04-16 07:08:36 UTC in OpenSkyNet

  • Deployment fix to initial release

    Fixed deployment bug and replaced version 0.01. See the Installation section of the README.

    2007-03-16 01:02:06 UTC in Tactics3D

About Me

  • 2004-02-28 (6 years ago)
  • 986289
  • agn0stic3000 (My Site)
  • Dylan Blair

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