hpx-dev Mailing List for Project HPX
Status: Pre-Alpha
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From: Ian Su <ia...@st...> - 2001-09-16 16:02:05
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I got bored, and I've resumed work on this silly project at my own leisure. Just to let you guys know. Check out my website (http://aquila.hypox.org) and the HPX site (http://hpx.sourceforge.net) for more details. I hope you are all well. I *really* need to catch up with some of you. Aq. |
From: Ian S. <ia...@st...> - 2000-07-27 18:29:05
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I'm going to work on display.c and in fact I've gotten it working partially already, I just don't know how to load data in RGBA format. I've written up what I think the header files should look like, so those of you interested can take the header file and just implement it... the whole thing is pretty simple so it's REALLY obvious what should be done. Somebody can take grid.h and implement grid.c (Jason?) and someone else can take object.h and implement object.c (Keith?). You will need to #include "display.h" for both. I will continue to work on display.c but you can assume I have the functions working. The main problem for you guys I think is just to get a compiler working, just ask me if you need help setting it up. The code should work in both windows and linux. Attached is what I've got so far... Aq. |
From: Ian S. <ia...@st...> - 2000-07-27 08:24:24
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Specification for Project HPX Preliminary Phase I ================================================= 1.1 Aim - start the project with some solid code - understand how to use OpenGL to do simple 2D graphics 1.2 Summary Display a background, then display an image according to a grid position on the screen. 1.3 Use case A sample run would proceed something like: - switch mode to 640x480 - clear screen - load RGB (24 bit) background image from file - load RGBA (32 bit) "sprite" image from file(s) - place background image into frame buffer - place sprite image into frame buffer according to given (x,y) position - swap frame buffer on to screen - quit when esc is pressed Note: RGB image == 1 byte for each of red, green, blue per pixel. RGBA image == 1 byte for each of red, green, blue, alpha per pixel, where alpha designates % transparency 2.1 Code structure Since we are moving towards a bomberman game, for this phase we want to start coding in such a way as to allow us to build on the code as we progress. What I propose is to seperate the code into grid, object, display and main. main.c - contains the main() function and executes the functions provided by the other files display.c + display.h - a simple display library which provides functions to load and display different image formats object.c + object.h - contains definition of an object structure as well as functions that manipulate objects. Each object need to have an associated image and current location in x, y grid.c + grid.h - contains definition of the background grid structure and functions that manipulate grids (or maps). Each map will need an associated background image, grid width, grid height, tile width, tile height. 2.2 Detailed specification 2.2.1 display.h Structures - image structure - image width - image height - image data - image type Functions - loadBMP - read a 24 bit .bmp or .dib file and returns an image structure of type RGB - loadBMPAlpha - read a 24 bit .bmp or .dib and an 8 bit grayscale .bmp file and create an image structure of type RGBA - displayImage - places an image according to given x, y co-ordinates into the frame buffer 2.2.2 object.h Structures - object structure - position x - position y - object RGBA image file(s?) Functions - displayObject - using the displayImage function displays the object at the correct position 2.2.3 grid.h Structures - grid structure - overall background image - background width - background height - grid column count - grid row count Functions - displayGrid - displays the grid 3 Task allocation Undecided. Everybody interested reply to this e-mail. 4 Unresolved problems - how to create RGBA image data? I haven't figured this out yet - how does the co-ordinate system work? OpenGL has a weird system whereby the center of the screen is (0,0) and the corners are (-1, -1), (-1, 1), (1, 1) and (1, -1). - is it probably better using a tiles system instead of 1 big background where each tile has associated images and each grid is an array of tiles? Maybe we'll change to this later. |
From: Ian S. <ia...@st...> - 2000-07-20 17:23:25
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OK I played around some more and it now loads up an image as well as show you the mouse co-ordinates at the bottom right corner... it's quite cool (for a beginner coder like me) so check it out. To compile it unzip all the files in one directory and type "nmake" if you have Visual C installed. Otherwise run the binary (chmode.exe) after unzipping. Cheers, Aq. |
From: Leonard <le...@ea...> - 2000-07-20 08:47:05
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Hey I almost thought this thing had died :P oh well Anyway, this sounds good... once I sort things out, i'll try and learn C. But then again... sorting things out could take a while... sad... Cheers Leonard At 05:02 20/07/00 , you wrote: >Hey dudes. > >Believe it or not, I've done the little project I set out to do (Re: >[HPX-dev] Something to do). I know everyone's totally forgotten this HPX >thing but heck this is beginning of session and there isn't much to do so I >thought I'd give it a try-- and took me 2 days or so to do but I've done it. > >All it does is switch your video mode to 640x480 with 16 bit colour and then >blanks the screen. Pressing esc will quit and return to your normal video >mode. > >I used C with the OpenGL and GLUT (the OpenGL utility toolkit), along with >the (ack) Micro$oft Visual C++ compiler. I will probably try to port the >GLUT library to Borland format later. The code should also work on the >different flavours of Unix if you have an OpenGL implementation and GLUT >installed. > >Anyway I've attached all the files you'll need to start coding except that >you'll probably need the Visual C/C++ compiler as well as OpenGL installed. >OpenGL should already be installed in all but the oldest Win95 systems. The >files are as follows: > >- chmode.exe win32 binary of my little program >- chmode.c my source >- glut32.lib place this in your %VC%\lib directory (%VC% = visual c++ >dir) >- glut.h place this in your %VC%\include\GL directory >- glut32.dll place this in your %WIN%\system directory (%WIN% = >windows dir) > >If you're not interested in coding at all then you can just put glut32.dll >in your system directory, and then run chmode.exe to check it out. > >That's it. Tell me if you guys are still interested in this thing. > >Aq@home > |
From: Ian S. <ia...@st...> - 2000-07-20 07:07:27
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Oh the attached chmode.exe in the last email doesn't actually blank your screen. (forgot to recompile after uncommenting a line). Fixed binary is attached. Sorry. Aq. |
From: Ian S. <ia...@st...> - 2000-07-20 07:04:10
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Hey dudes. Believe it or not, I've done the little project I set out to do (Re: [HPX-dev] Something to do). I know everyone's totally forgotten this HPX thing but heck this is beginning of session and there isn't much to do so I thought I'd give it a try-- and took me 2 days or so to do but I've done it. All it does is switch your video mode to 640x480 with 16 bit colour and then blanks the screen. Pressing esc will quit and return to your normal video mode. I used C with the OpenGL and GLUT (the OpenGL utility toolkit), along with the (ack) Micro$oft Visual C++ compiler. I will probably try to port the GLUT library to Borland format later. The code should also work on the different flavours of Unix if you have an OpenGL implementation and GLUT installed. Anyway I've attached all the files you'll need to start coding except that you'll probably need the Visual C/C++ compiler as well as OpenGL installed. OpenGL should already be installed in all but the oldest Win95 systems. The files are as follows: - chmode.exe win32 binary of my little program - chmode.c my source - glut32.lib place this in your %VC%\lib directory (%VC% = visual c++ dir) - glut.h place this in your %VC%\include\GL directory - glut32.dll place this in your %WIN%\system directory (%WIN% = windows dir) If you're not interested in coding at all then you can just put glut32.dll in your system directory, and then run chmode.exe to check it out. That's it. Tell me if you guys are still interested in this thing. Aq@home |
From: Ian S. <ia...@st...> - 2000-04-13 13:17:01
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Since nothing has been happening, I'm going to request we start something simple. Everyone who wanted to help with the coding, pls attempt to do the following task: "In C++, plus whatever library you find appeals to you, write a snippet of code that, when run, causes your monitor to switch video mode (any mode besides your current one). This needs work in all win32 platforms." That's it. Nice and simple. Oh, and it has to quit and return to your normal video mode. The purpose of this is to get a little bit of coding going on, upon which, hopefully, the code would continue to develop itself. Ciao, Ian. |
From: Wall <hy...@on...> - 2000-03-28 12:11:23
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fine. |
From: Tsubasa <ts...@ih...> - 2000-03-28 05:27:33
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um. a hpx-concept would be great, ^_^ |
From: Ian <ia...@st...> - 2000-03-27 14:40:16
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Just a short note while I'm at it. I've just deleted Daz from this mailing list as per his request, and I think we should start different mailing lists for different purposes, for example, hpx-dev may be used for programming discussion only, whereas we should add some lists like hpx-concept or hpx-design which will deal with design of the game and concept art/music, etc., and hpx-public or hpx-general which anyone can subscribe to so we can get feedback from potential users. What do you guys think? Maybe we should go even more specific like hpx-art, hpx-music, or something... maybe not. Pls reply and say what mailing lists you think should exist and what each of them are for. Thanks, Aquila. |
From: root <ia...@st...> - 2000-03-23 11:10:15
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> Weren't we developing soley for the pc/windows system? If not then it sounds > great. Doesn't it have win32 binaries? I thought it did. Or maybe it will have. Either way it is probably easier to start off in *nix systems. Aq. |
From: Ian S. <ia...@st...> - 2000-03-22 13:51:51
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http://clanlib.org/ looks like a nice library to use. Comments? Aq. (sorry daz can't b bothered taking u off this list yet, I'll do it soon). |
From: Leonard <le...@ea...> - 2000-03-19 12:53:17
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I would think that the current project remains snake. Bomberman is merely a suggestion as to a possible alternative to snake, or perhaps a middle step between snake and our final project. So until there is some definitive decision by the group or admin, then current work is still snake. Cheers Leonard |
From: Tsubasa <ts...@ih...> - 2000-03-19 10:45:25
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anyway ... i have no objection what so ever..... but better make it certain about what we're doing ok??? either snake or that bomber man stuff :) so i can have an idea what i'll be doing. |
From: Ian H. Su <s22...@cs...> - 2000-03-19 10:16:40
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Um, Tsubasa, no offense, but it would help if you spoke proper english (just read the subject man) and cut down on the "......"s in your e-mails, at least we would be able to read them then. Otherwise, I have one comment to make: I am currently flooded with uni work and projects and whatnots at the moment so I really really don't have time for HPX until I get some of these things done. For the time being I am going to delegate (or abdicate or watever u call it) the "Project Admin" title to Jason, he can manage the project and make decisions until... well for an indefinate period of time. Ciao, Aq. |
From: Tsubasa <ts...@ih...> - 2000-03-19 07:50:47
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hahahahah .... um...... bomber man's good idea for single and multiplayer.. because 1st it's fun .... and... it brings in the idea of the stuff we're gonna do for the big one...... itmes and stuff.... and doing actions simultaenously ..... and BOMBER maN RULES ^_^ hahahhaahha .... well.... snake... er...... all u can do is .... let u'r opponent crush into the wall... um... sounds bit dull for multiplayer ^_^ hahahahahaha ....i'd say because it's more competitive ba ^_^ haahahahahaha ..... but... um....... but what dimension we gonna do it in ar??? |
From: Wall <hy...@on...> - 2000-03-19 02:26:19
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hmmm sounds like a simple step to expand to bomber man but wasn't the purpose of snake to make a simple game - is bomber man getting too complicated?... i guess it adds the multiplayer over a network dimension to things... but what we want is not to have a bomberman game, we want to learn in the process of building simple games how to make more complicated ones.. that's why we shouldn't borrow from Xblast anyway - we have to learn to code things ourselves.. isn't that the point of doing these simple games anyway?.. well i don't mind as long as we get something going quickly or otherwise i think our interest will wane... |
From: Keith So <ke...@ti...> - 2000-03-18 10:42:16
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Leonard wrote: > > Hi. > > Instead of doing snake, why not do bomberman (Xblast)?? It may be slightly > harder, but also has some more relevance to what we ultimately want to > develop - as there is a concept of "items", where people carry things, more > variety in developing maps (we can already start thinking of tilesets), > some control issues could carry over. U konw, basically XBlast in our own > style?? heh > > it can also start very simple, and is more multiplayer friendly. > > Just my 2c. > > You'll hear more from me later :) > > Leonard > > (anglachel) > > _______________________________________________ > HPX-dev mailing list > HP...@li... > http://lists.sourceforge.net/mailman/listinfo/hpx-dev Why not adopt some code from xblast instead of starting from scratch? -- Keith So Stage III, Undergraduate in Computer Engineering, School of Computer Science & Engineering, University of New South Wales, Sydney, Australia. |
From: Tsubasa <ts...@ih...> - 2000-03-18 00:47:43
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um...... um...... yeh i'll agree with that.... bomber man's more.. um. say fun .... and..... it helps with the concepts of.. map developing.. um... as in .... the walls in dugeons etc ^_^ ahahahha... anyway ..... and..... it's easier fro me . because... the music just flows.... it doesn't speed up until times is running out..... so .. but easier for me to compose ^_^ ahahahahha |
From: Leonard <le...@ea...> - 2000-03-17 13:09:10
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Hi. Instead of doing snake, why not do bomberman (Xblast)?? It may be slightly harder, but also has some more relevance to what we ultimately want to develop - as there is a concept of "items", where people carry things, more variety in developing maps (we can already start thinking of tilesets), some control issues could carry over. U konw, basically XBlast in our own style?? heh it can also start very simple, and is more multiplayer friendly. Just my 2c. You'll hear more from me later :) Leonard (anglachel) |
From: Tsubasa <ts...@ih...> - 2000-03-15 07:45:47
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dW0uLi4uLi4uLiBwZW9wbGUgLi4uLiBpIG5lZWQgaGVscCBoZXJlLi4uLi4uLiB3aGF0IGRvIHUg dGhpbmsgb2YgdGhpcyB0dW5lLiA/Pz8gLiwuLi4uIHVtLiBjYW4gYmUgdXNlZCBmb3IgLi4uLi4g dGhlIHNuYWtlLi4uIGJ1dCBtYWlubHkgaXQncyBteSAzVSBjb21wb3NpdGlvbiAuLi4uLiBzbyAu IGp1c3QgaGVscCBvdXQuLi4uLiBefn5eIGFoaGFhaGFoIA0KeWVoIHRoaXMgJ2xsIGRvIGZvciBu b3cuLi4uLi4uIA0K |
From: Wall <hy...@on...> - 2000-03-15 02:05:12
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hmm all this snake stuff reminds me of my comp1b assignment about robots, that involved an applet but this stuff can be transferred into c++ , perhaps we can have a look at the java files of this game and have a object/method setup like in this game... |
From: Tsubasa <ts...@ih...> - 2000-03-14 04:45:12
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icic.... well..... think of the map as a cube...... a snake ccccrrrrrrrrrrrrrraaaaaaawwwwwwwling inside the CUBE ^_^ ............u have walls off course...... but. cubic walls ^_^ heheheheh........ wlel that's what i meant %_ 6 |
From: Ian H. Su <s22...@cs...> - 2000-03-14 04:37:52
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On Tue, 14 Mar 2000, Tsubasa wrote: > this may sound funny .. as in a PURE 3D snake as well... Sorry if I've misunderstood but won't it be real easy coz the snake can't die by bumping into the walls? But anyway since we are working towards a 2D isometric game then there isn't much point doing anything in 3D...no? Aq. |