[Alephmodular-devel] Hello
Status: Pre-Alpha
Brought to you by:
brefin
From: Michael A. <mdm...@ya...> - 2002-12-26 21:13:04
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Hello, I've joined the AlephModular list and thought I'd introduce myself. I'm running on a WinXP machine with MSVC7/.Net on it. So most of my stuff will come from that perspective. I have been working with A1 to do the windows builds and would be glad to do so here if that is needed. I enjoy debugging and hope to contribute in that area also. I will probably install GNU/Hurd in the near future so I may beable to do some work over there. I have a buisy schedule with my collidge studies. So I am unlikely to be able to contribute large new features, but I am eager to assist in anyway I can even if that only be tweeking existing features (either as bug fix or porting) or fixing stuff like '#ifndef's around header files. Now I would like to mention a few of my concerns/goals for AM. These may be a little bit contraversial and may offend some (I have trouble with that). Crossplatform: Something that you may hear me whine about often is being cross platform. I think AM is already moving in this direction, but I want to reenforce and encourage it. With A1 it happened to often that sometime would get implemented on one platform but not another. Please try to orginize the code so we only have one code base. A good example is the preference dialogs. A new crosshair chaging feature was added, but only on the Mac version. It was never added to the SDL version. The preference file actually has hackable to change it, but because of the way the preferences dialog was split between platforms it wasn't in the GUI. Please avoid this. Using a good crossplatform foundation library (like SDL or whatever) and having everyone write for that foundation would prevent the need to rewrite code for every new platform that comes along. If you have to write some utility functions like makeButtion that are #ifdef'ed for multiple platforms that's alright, but please don't do #ifdef platform tricks with stuff like a showPeferencesDialog function. Based on the mailing list archives I think you are leaning towards this, but I think it should be made clear. 2.5D vs. 3D: I feel that while AM should remain a true 2.5D map format, moving to a 3D rendering would be no great loss. That is maybe the algorithms to render are 3D (e.g. hand it off to OpenGL), but the game play and map editing are still the ease of 2.5D. As it is now making a map is *very* easy. Just look at the number of scenarios, many of which are very high quality, for Marathon that have been built by ordinary people. I don't see this for other 3D engines. I don't mean to exclude by this 3D models, sloped floors or 3D objects, but the easy editing that Marathon has should be preserved. By 3D objects (anyone have a better name?) I mean something that you can stand on instead of falling through. You could emulate B&B using something like this. Modular vs. Marathon: I must agree and dissagree with some things that have been expressed earlyer. In order for AM to be sucessful it will have to be able to read and run the old Marathon maps. What good is a game with no maps it can run. However I don't think the Marathon map file format should be more than another module that can be poped in and out. Suppose someone writes a Doom map file reader. Then the Marathon and Doom modules would be equals as far as how the code works, but the Marathon module is still takes presidence in cronology and maintinance. Well, I think I've kicked over enough hornet's nets for now. I'm busy reinstalling Windows onto a new hard drive, but once everything is up maybe I can assist in porting. Have a merry Christmas, Michael D. Adams mdm...@ya... P.S. Please forgive my spelling. I'm to busy to spellcheck right now. __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com |