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From: Chad A. <ae...@vr...> - 2002-12-04 07:22:40
|
Win32 build is updated. :) I can see the animations... very cool. I'll commit my PerformanceMonitor dealie now. |
From: Chad A. <ae...@vr...> - 2002-12-04 06:15:27
|
I'm trying to work on both. I had this cool idea about fading between states, and I was gonna try to implement it on Midworld first, but it was crashing with the Cal3D stuff, so I did it in Empyrean first. Ben Scott wrote: > Done ... but not tested (have hacked up my Scene.{h,cpp} too much). > > On another note, have you fully cut yourself off from midworld and are > going solely on Empyrean or are you attempting to work on both projects > at the same time? > > cheers, > ----- > Ben Scott > Research Assistant > VR Juggler Team > Virtual Reality Applications Center > bs...@vr... > > > Chad Austin wrote: > >> if >> (!mPlayerCoreModel.loadCoreSkeleton("/home/users/browner/midworld/build/animations/skeleton.CSF")) >> >> >> I have a feeling that won't work in Windows. Care to fix it? >> >> >> >> >> ------------------------------------------------------- >> This SF.net email is sponsored by: Microsoft Visual Studio.NET >> comprehensive development tool, built to increase your productivity. >> Try a free online hosted session at: >> http://ads.sourceforge.net/cgi-bin/redirect.pl?micr0003en >> _______________________________________________ >> Isugamedev-midworld mailing list >> Isu...@li... >> https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > |
From: Ben S. <bs...@vr...> - 2002-12-04 06:01:42
|
Done ... but not tested (have hacked up my Scene.{h,cpp} too much). On another note, have you fully cut yourself off from midworld and are going solely on Empyrean or are you attempting to work on both projects at the same time? cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... Chad Austin wrote: > if > (!mPlayerCoreModel.loadCoreSkeleton("/home/users/browner/midworld/build/animations/skeleton.CSF")) > > > I have a feeling that won't work in Windows. Care to fix it? > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Microsoft Visual Studio.NET > comprehensive development tool, built to increase your productivity. Try > a free online hosted session at: > http://ads.sourceforge.net/cgi-bin/redirect.pl?micr0003en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-12-03 20:50:11
|
if (!mPlayerCoreModel.loadCoreSkeleton("/home/users/browner/midworld/build/animations/skeleton.CSF")) I have a feeling that won't work in Windows. Care to fix it? |
From: Josh B. <br...@vr...> - 2002-11-26 03:49:18
|
Hey, How's it going, I have a whole lot of models and art work for midworld that could be done, so if you have time over break these are things that we need, if you only have time to do one thing try to get our guy done: * A finished model of our guy * A Concrete Tower: square bottom, circular top has a radius the same size as our turrets, so we can put turrets up on top of them. The tower shoudl be about twice as tall as the walls. * a large concrete building about 30 by 50 meters with a door on each side and only like 1 or two windows * a large tent about 20 by 40 meters that does not have sides on it. So just the overhead canapy and polls that come down so we can walk under it * a small concrete building with a smoke stack comming out of it, and openings that serve as windows on each side (maybe 10 x 10 meters) * 2 sheds * 3 guns (really simple ones) * a wide tower: which in essence is a building that is twice as wide, twice as tall, but the same thickness as a regular tower with half of it being just like a regular tower (still allowing the turret on top of it) and the other half of the building is only half as tall as the tower. * a chain link fence texture (with transparancy) * a picnic table * a long skinny table that maybe looks like a makeshift conveyor belt * a huge wooden door - 3 meters tall and 2 meters wide That's it, that's all we need. Just let me know if you have any time and which one's you'd like to tackle first. I have the animation code in there and it works great so as soon as you can get the guy done I can do all the animation stuff, so you can just focus on the modeling. thanks for your help. J |
From: Chad A. <ae...@vr...> - 2002-11-18 07:44:53
|
Honestly, I don't think that comes anywhere close to being a performance bottleneck right now. In today's hardware, 10,000 polygons is simply nothing. A GeForce 2 can pump 25 million polys per second. That's 416,666 per frame. According to the profiler, we still spend a very large chunk of time doing collision detection. I bet we would get large speed-ups doing the following two things: 1) distance culling of objects so we don't draw things that are far away 2) a colldet algorithm that isn't O(n^2). we could do some sort of mass culling or at least a sweep test. Honestly, I think we would get a decent speed-up (although last time I ran the profiler, we only spent 20% of our time in the draw() function on *MY* computer) simply replacing OpenSG with our own renderer. OpenSG is rather threaded, and the cost of context switches isn't cheap. In fact, I plan to add support for unthreaded Audiere to see if it helps improve the framerate. Josh Brown wrote: > that our bullet casing has 100 polys in it, I figure when we are running > through the 3 turrets at the begining of the game that there are around > 100 casing sitting on the ground that a wopping 10000 polys that should > only be 600polys (at the most and probably only 300). Anyway this is > defenetially a performance hit that we should have caught earlier. > > J > > > > ------------------------------------------------------- > This sf.net email is sponsored by: To learn the basics of securing > your web site with SSL, click here to get a FREE TRIAL of a Thawte > Server Certificate: http://www.gothawte.com/rd524.html > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Josh B. <br...@vr...> - 2002-11-18 02:48:34
|
that our bullet casing has 100 polys in it, I figure when we are running through the 3 turrets at the begining of the game that there are around 100 casing sitting on the ground that a wopping 10000 polys that should only be 600polys (at the most and probably only 300). Anyway this is defenetially a performance hit that we should have caught earlier. J |
From: Chad A. <ae...@vr...> - 2002-11-17 05:33:44
|
I moved third-party.zip onto the actual file section of the isugamedev project on sourceforge. Downloads should be faster and you no longer have to remember any weird hidden URLs. |
From: Chad A. <ae...@vr...> - 2002-11-13 07:36:03
|
I'm not gonna be able to get fading done. I realized I have a ton of schoolwork to do this week. :| |
From: Chad A. <ae...@vr...> - 2002-11-12 15:56:59
|
I ran midworld all night. I have attached even more numbers. After class today, I will see if making more entity types uncollidable helps. |
From: Chad A. <ae...@vr...> - 2002-11-12 09:07:33
|
_total = all instrumented functions _system = functions external to MW _source = functions in MW open with Excel or OpenOffice Calc |
From: Ben S. <bs...@vr...> - 2002-11-12 08:05:28
|
from igf.com's news ... --------------------------------------------------- A Note About Student Submissions: Send 3 Copies, Not 10! There was a typo this year on our site (and the entry form) about the Student Showcase requirements. We said you need to send in 10 copies of your game, but we only need 3 copies. Sorry about that. --------------------------------------------------- Talk about late notice ... so we only need 3 CDs! cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... |
From: Chad A. <ae...@vr...> - 2002-11-12 02:48:43
|
For the sake of the rest of you, on my machine, I consistently get about 14.5 fps fullscreen, and 15.5 windowed. (plus, fullscreen mode looks like crap because it uses a 60 Hz refresh instead of the 85 or 100 that it should on my machine) ----- Original Message ----- From: "Ben Scott" <bs...@vr...> To: "Chad Austin" <ae...@vr...> Cc: "gdm" <isu...@li...> Sent: Monday, November 11, 2002 6:31 PM Subject: Re: [Isugamedev-midworld] profiling > what happens if you run the app in full screen mode? do we get a > noticable speedup from not having to blit the data from the back buffer > to the front buffer? > > cheers, > ----- > Ben Scott > Research Assistant > VR Juggler Team > Virtual Reality Applications Center > bs...@vr... > > Chad Austin wrote: > > heh, I just ran the profiler, and it looks like 97.15% of our time is in > > external DLLs. > > > > 73.9% kernel32 > > 10.6% OSGSystemD > > 3.38% OSGBaseD > > 2.61% nvoglnt > > > > etc. etc. > > > > > > > > The top 20 Called Source methods are: > > > > "Method Name","% in Method","% with Children","Called","Average" > > "mw::OpenSGSceneViewer::intersect(class gmtl::AABox<float> const > > &)","1.79","5.01","2,781","1,066.57" > > "mw::OpenSGSceneViewer::updateEntity(class mw::Entity > > *)","0.20","4.67","2,884","112.79" > > "mw::PhysicsEngine::update(class mw::RigidBody const *,float,class > > mw::BodyState &,bool)","0.10","0.11","4,347","38.83" > > "mw::BoundsSweepCollisionDetector::checkCollision(class mw::RigidBody const > > *,class gmtl::Vec<float,3> const &,class mw::CollisionResponse > > &)","0.09","5.28","2,781","54.81" > > "mw::Scene::get(unsigned long const &)","0.04","0.04","8,154","7.31" > > "mw::OpenSGSceneViewer::getBounds(unsigned long const > > &)","0.03","0.08","2,987","18.61" > > "mw::RigidBody::fireBodyChange(void)","0.01","0.95","2,781","8.91" > > "mw::OpenSGSceneViewer::bodyChanged(class mw::BodyChangeEvent const > > &)","0.01","0.93","2,781","5.73" > > "mw::Scene::end(void)","0.01","0.01","11,232","1.33" > > "mw::PhysicsEngine::update(class mw::RigidBody > > *,float,bool)","0.01","0.12","4,347","3.05" > > "mw::RigidBody::moveToNextState(void)","0.01","0.95","2,781","4.63" > > "mw::AbstractEntity::getUID(void)","0.00","0.00","9,469","0.76" > > "mw::RigidBody::addForce(class gmtl::Vec<float,3> const > > &)","0.00","0.00","2,781","1.87" > > "mw::RigidBody::getBounds(void)","0.00","0.00","5,373","0.63" > > "mw::RigidBody::setBounds(class gmtl::AABox<float> const > > &)","0.00","0.00","2,987","1.01" > > "mw::CollisionDesc::getCollidee(void)","0.00","0.00","3,132","0.72" > > "mw::BodyChangeEvent::getSource(void)","0.00","0.00","2,781","0.77" > > "mw::CollisionDesc::CollisionDesc(class CollisionDesc::RigidBody *,class > > gmtl::Vec<float,3> const &,float,bool)","0.00","0.00","1,566","0.92" > > "mw::BodyChangeEvent::BodyChangeEvent(class BodyChangeEvent::RigidBody > > *)","0.00","0.00","2,781","0.51" > > "mw::CollisionDesc::getDistance(void)","0.00","0.00","1,566","0.74"The top > > 20 Methods are:"Method Name","% in Method","% with > > Children","Called","Average" > > "WaitForMultipleObjects","72.38","72.38","6,491","18,445.10" > > "(unknown)","3.70","6.90","11","557,031.38" > > "osg::Node::updateVolume","2.71","4.03","2,884","1,556.42" > > "DrvSwapBuffers","2.59","3.83","514","8,340.00" > > "mw::OpenSGSceneViewer::intersect(class gmtl::AABox<float> const > > &)","1.79","5.01","2,781","1,066.57" > > "ExtEscape","1.50","1.50","760","3,269.88" > > "(unknown)","1.01","1.75","27","61,645.55" > > "osg::cloneTree","0.86","1.09","112","12,725.55" > > "osg::DynamicVolume::getBounds","0.71","0.71","289,430","4.07" > > "osg::NodePtr::~NodePtr","0.62","0.62","301,532","3.41" > > "malloc","0.58","0.89","82,842","11.62" > > "osg::MField<unsigned short,0>::operator[]","0.56","0.56","235,513","3.90" > > "operator delete","0.54","0.88","68,405","13.15" > > "osg::NodePtr::operator->","0.52","0.59","295,510","2.89" > > "osg::NodePtr::NodePtr","0.50","0.50","295,534","2.81" > > "osg::MField<unsigned int,0>::push_back","0.34","0.40","25,223","22.61" > > "osg::MField<unsigned int,0>::operator[]","0.34","0.34","123,874","4.50" > > "std::basic_istream<char,std::char_traits<char> > > > >>::operator>>","0.33","0.96","12,948","42.12" > > > > "gluBuild2DMipmaps","0.33","0.41","7","76,890.49" > > "TlsGetValue","0.33","0.33","1,364,741","0.39" > > This profiler kicks ass. > > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-11-12 02:32:00
|
what happens if you run the app in full screen mode? do we get a noticable speedup from not having to blit the data from the back buffer to the front buffer? cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... Chad Austin wrote: > heh, I just ran the profiler, and it looks like 97.15% of our time is in > external DLLs. > > 73.9% kernel32 > 10.6% OSGSystemD > 3.38% OSGBaseD > 2.61% nvoglnt > > etc. etc. > > > > The top 20 Called Source methods are: > > "Method Name","% in Method","% with Children","Called","Average" > "mw::OpenSGSceneViewer::intersect(class gmtl::AABox<float> const > &)","1.79","5.01","2,781","1,066.57" > "mw::OpenSGSceneViewer::updateEntity(class mw::Entity > *)","0.20","4.67","2,884","112.79" > "mw::PhysicsEngine::update(class mw::RigidBody const *,float,class > mw::BodyState &,bool)","0.10","0.11","4,347","38.83" > "mw::BoundsSweepCollisionDetector::checkCollision(class mw::RigidBody const > *,class gmtl::Vec<float,3> const &,class mw::CollisionResponse > &)","0.09","5.28","2,781","54.81" > "mw::Scene::get(unsigned long const &)","0.04","0.04","8,154","7.31" > "mw::OpenSGSceneViewer::getBounds(unsigned long const > &)","0.03","0.08","2,987","18.61" > "mw::RigidBody::fireBodyChange(void)","0.01","0.95","2,781","8.91" > "mw::OpenSGSceneViewer::bodyChanged(class mw::BodyChangeEvent const > &)","0.01","0.93","2,781","5.73" > "mw::Scene::end(void)","0.01","0.01","11,232","1.33" > "mw::PhysicsEngine::update(class mw::RigidBody > *,float,bool)","0.01","0.12","4,347","3.05" > "mw::RigidBody::moveToNextState(void)","0.01","0.95","2,781","4.63" > "mw::AbstractEntity::getUID(void)","0.00","0.00","9,469","0.76" > "mw::RigidBody::addForce(class gmtl::Vec<float,3> const > &)","0.00","0.00","2,781","1.87" > "mw::RigidBody::getBounds(void)","0.00","0.00","5,373","0.63" > "mw::RigidBody::setBounds(class gmtl::AABox<float> const > &)","0.00","0.00","2,987","1.01" > "mw::CollisionDesc::getCollidee(void)","0.00","0.00","3,132","0.72" > "mw::BodyChangeEvent::getSource(void)","0.00","0.00","2,781","0.77" > "mw::CollisionDesc::CollisionDesc(class CollisionDesc::RigidBody *,class > gmtl::Vec<float,3> const &,float,bool)","0.00","0.00","1,566","0.92" > "mw::BodyChangeEvent::BodyChangeEvent(class BodyChangeEvent::RigidBody > *)","0.00","0.00","2,781","0.51" > "mw::CollisionDesc::getDistance(void)","0.00","0.00","1,566","0.74"The top > 20 Methods are:"Method Name","% in Method","% with > Children","Called","Average" > "WaitForMultipleObjects","72.38","72.38","6,491","18,445.10" > "(unknown)","3.70","6.90","11","557,031.38" > "osg::Node::updateVolume","2.71","4.03","2,884","1,556.42" > "DrvSwapBuffers","2.59","3.83","514","8,340.00" > "mw::OpenSGSceneViewer::intersect(class gmtl::AABox<float> const > &)","1.79","5.01","2,781","1,066.57" > "ExtEscape","1.50","1.50","760","3,269.88" > "(unknown)","1.01","1.75","27","61,645.55" > "osg::cloneTree","0.86","1.09","112","12,725.55" > "osg::DynamicVolume::getBounds","0.71","0.71","289,430","4.07" > "osg::NodePtr::~NodePtr","0.62","0.62","301,532","3.41" > "malloc","0.58","0.89","82,842","11.62" > "osg::MField<unsigned short,0>::operator[]","0.56","0.56","235,513","3.90" > "operator delete","0.54","0.88","68,405","13.15" > "osg::NodePtr::operator->","0.52","0.59","295,510","2.89" > "osg::NodePtr::NodePtr","0.50","0.50","295,534","2.81" > "osg::MField<unsigned int,0>::push_back","0.34","0.40","25,223","22.61" > "osg::MField<unsigned int,0>::operator[]","0.34","0.34","123,874","4.50" > "std::basic_istream<char,std::char_traits<char> > >>::operator>>","0.33","0.96","12,948","42.12" > > "gluBuild2DMipmaps","0.33","0.41","7","76,890.49" > "TlsGetValue","0.33","0.33","1,364,741","0.39" > This profiler kicks ass. > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-11-12 02:27:27
|
heh, I just ran the profiler, and it looks like 97.15% of our time is in external DLLs. 73.9% kernel32 10.6% OSGSystemD 3.38% OSGBaseD 2.61% nvoglnt etc. etc. The top 20 Called Source methods are: "Method Name","% in Method","% with Children","Called","Average" "mw::OpenSGSceneViewer::intersect(class gmtl::AABox<float> const &)","1.79","5.01","2,781","1,066.57" "mw::OpenSGSceneViewer::updateEntity(class mw::Entity *)","0.20","4.67","2,884","112.79" "mw::PhysicsEngine::update(class mw::RigidBody const *,float,class mw::BodyState &,bool)","0.10","0.11","4,347","38.83" "mw::BoundsSweepCollisionDetector::checkCollision(class mw::RigidBody const *,class gmtl::Vec<float,3> const &,class mw::CollisionResponse &)","0.09","5.28","2,781","54.81" "mw::Scene::get(unsigned long const &)","0.04","0.04","8,154","7.31" "mw::OpenSGSceneViewer::getBounds(unsigned long const &)","0.03","0.08","2,987","18.61" "mw::RigidBody::fireBodyChange(void)","0.01","0.95","2,781","8.91" "mw::OpenSGSceneViewer::bodyChanged(class mw::BodyChangeEvent const &)","0.01","0.93","2,781","5.73" "mw::Scene::end(void)","0.01","0.01","11,232","1.33" "mw::PhysicsEngine::update(class mw::RigidBody *,float,bool)","0.01","0.12","4,347","3.05" "mw::RigidBody::moveToNextState(void)","0.01","0.95","2,781","4.63" "mw::AbstractEntity::getUID(void)","0.00","0.00","9,469","0.76" "mw::RigidBody::addForce(class gmtl::Vec<float,3> const &)","0.00","0.00","2,781","1.87" "mw::RigidBody::getBounds(void)","0.00","0.00","5,373","0.63" "mw::RigidBody::setBounds(class gmtl::AABox<float> const &)","0.00","0.00","2,987","1.01" "mw::CollisionDesc::getCollidee(void)","0.00","0.00","3,132","0.72" "mw::BodyChangeEvent::getSource(void)","0.00","0.00","2,781","0.77" "mw::CollisionDesc::CollisionDesc(class CollisionDesc::RigidBody *,class gmtl::Vec<float,3> const &,float,bool)","0.00","0.00","1,566","0.92" "mw::BodyChangeEvent::BodyChangeEvent(class BodyChangeEvent::RigidBody *)","0.00","0.00","2,781","0.51" "mw::CollisionDesc::getDistance(void)","0.00","0.00","1,566","0.74"The top 20 Methods are:"Method Name","% in Method","% with Children","Called","Average" "WaitForMultipleObjects","72.38","72.38","6,491","18,445.10" "(unknown)","3.70","6.90","11","557,031.38" "osg::Node::updateVolume","2.71","4.03","2,884","1,556.42" "DrvSwapBuffers","2.59","3.83","514","8,340.00" "mw::OpenSGSceneViewer::intersect(class gmtl::AABox<float> const &)","1.79","5.01","2,781","1,066.57" "ExtEscape","1.50","1.50","760","3,269.88" "(unknown)","1.01","1.75","27","61,645.55" "osg::cloneTree","0.86","1.09","112","12,725.55" "osg::DynamicVolume::getBounds","0.71","0.71","289,430","4.07" "osg::NodePtr::~NodePtr","0.62","0.62","301,532","3.41" "malloc","0.58","0.89","82,842","11.62" "osg::MField<unsigned short,0>::operator[]","0.56","0.56","235,513","3.90" "operator delete","0.54","0.88","68,405","13.15" "osg::NodePtr::operator->","0.52","0.59","295,510","2.89" "osg::NodePtr::NodePtr","0.50","0.50","295,534","2.81" "osg::MField<unsigned int,0>::push_back","0.34","0.40","25,223","22.61" "osg::MField<unsigned int,0>::operator[]","0.34","0.34","123,874","4.50" "std::basic_istream<char,std::char_traits<char> >::operator>>","0.33","0.96","12,948","42.12" "gluBuild2DMipmaps","0.33","0.41","7","76,890.49" "TlsGetValue","0.33","0.33","1,364,741","0.39" This profiler kicks ass. |
From: Josh B. <br...@vr...> - 2002-11-07 05:36:19
|
Ben, Matt and I talked tonight about where we will be sitting by the end of the day tomorrow and what all will still need to be done. Here is a list of things that will need to be done once our current tasks are completed: A fade in to level 1 revising models for lower polygon counts move bullets up to barrel locations take out bounding volumes when col. det. is completed a fade to red death screen intro screens voice over on intro a way to get to level 2 more sound fx sky dome level 2 screens a to be continued screen and the final 2 tasks that are essential to the success of the game: 1) playtest the game and modify the level/AI accordingly and most importantly 2) Optimization of our current code |
From: Chad A. <ae...@vr...> - 2002-11-06 21:29:02
|
----- Original Message ----- From: "Ben Scott" <bs...@vr...> To: "Chad Austin" <ae...@vr...> Cc: "gdm" <isu...@li...> Sent: Wednesday, November 06, 2002 1:56 PM Subject: [Isugamedev-midworld] Re: [isugamedev-devel] HUD > talk to levi ... he's assigned to this one ... is the level actually > complete? Yeah, at least as much as I can playtest in the current state of the engine. I spent far too many hours yesterday hardcoding vertices and rotations, etc., so I pray to god we don't have to change much. |
From: Josh B. <br...@vr...> - 2002-11-06 21:06:38
|
I talked to levi yesturday and he said he would have it done by tomorrow (thursday) at the latest but hopefully by today sometime. You should probably ask him for an update on how he is doing. i think he was plannign to jsut make some slidder widget like things to indicate percentage of health, bullets, etc that are remaining. Josh On Wed, 6 Nov 2002, Ben Scott wrote: > talk to levi ... he's assigned to this one ... is the level actually > complete? > > --ben > > Chad Austin wrote: > > woops, meant to send that to the midworld list. > > > > sorry. > > > > ----- Original Message ----- > > From: "Chad Austin" <ae...@vr...> > > To: "gdm" <isu...@li...> > > Sent: Wednesday, November 06, 2002 10:34 AM > > Subject: [isugamedev-devel] HUD > > > > > > > >>Is anyone working on the HUD? If not, I will try to get it done after > > > > class > > > >>today. Or at least something better than what we have now. > >> > >> > >> > >> > >> > >>------------------------------------------------------- > >>This sf.net email is sponsored by: See the NEW Palm > >>Tungsten T handheld. Power & Color in a compact size! > >>http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > >>_______________________________________________ > >>ISUGameDev-devel mailing list > >>ISU...@li... > >>https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > >> > > > > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by: See the NEW Palm > > Tungsten T handheld. Power & Color in a compact size! > > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-11-06 21:00:35
|
talk to levi ... he's assigned to this one ... is the level actually complete? --ben Chad Austin wrote: > woops, meant to send that to the midworld list. > > sorry. > > ----- Original Message ----- > From: "Chad Austin" <ae...@vr...> > To: "gdm" <isu...@li...> > Sent: Wednesday, November 06, 2002 10:34 AM > Subject: [isugamedev-devel] HUD > > > >>Is anyone working on the HUD? If not, I will try to get it done after > > class > >>today. Or at least something better than what we have now. >> >> >> >> >> >>------------------------------------------------------- >>This sf.net email is sponsored by: See the NEW Palm >>Tungsten T handheld. Power & Color in a compact size! >>http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en >>_______________________________________________ >>ISUGameDev-devel mailing list >>ISU...@li... >>https://lists.sourceforge.net/lists/listinfo/isugamedev-devel >> > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel |
From: Chad A. <ae...@vr...> - 2002-11-06 16:38:09
|
woops, meant to send that to the midworld list. sorry. ----- Original Message ----- From: "Chad Austin" <ae...@vr...> To: "gdm" <isu...@li...> Sent: Wednesday, November 06, 2002 10:34 AM Subject: [isugamedev-devel] HUD > Is anyone working on the HUD? If not, I will try to get it done after class > today. Or at least something better than what we have now. > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Chad A. <ae...@vr...> - 2002-11-05 17:28:56
|
Add GunPickup.cpp to the build Josh Brown wrote: > Actually now I'm getting more errors in linking: output follows: Any > Ideas on this one > > /usr/bin/g++3 -Wl,-rpath,/home/users/browner/software/linux/lib -o > build/midworld src/Main.o src/AbstractEntity.o src/AmmoBag.o > src/AmmoCrate.o src/Application.o src/BaseBullet.o > src/BaseProjectileWeapon.o src/BoundsCollisionDetector.o > src/BoundsSweepCollisionDetector.o src/Camera.o src/CollisionDesc.o > src/CollisionResponse.o src/CreditsState.o src/Droid.o src/Enemy.o > src/EntityFactory.o src/GameManager.o src/GameOverState.o src/GameScene.o > src/GameState.o src/HUD.o src/HomingMissile.o src/IntroState.o > src/InputAction.o src/InputBinder.o src/InputParser.o src/InputSymbol.o > src/Jukebox.o src/LevelLoader.o src/LoadState.o src/MenuState.o > src/MissileLauncher.o src/ModelManager.o src/OpenSGSceneViewer.o > src/Particle.o src/ParticleEngine.o src/PhysicsEngine.o src/Player.o > src/ResourceManager.o src/RigidBody.o src/Scene.o src/SceneEvent.o > src/Shotgun.o src/State.o src/StateFactory.o src/SoundEffectManager.o > src/SoundManager.o src/SpreadGun.o src/StoryState.o src/Testing.o > src/Texture.o src/TextureManager.o src/Turret.o src/cubeGeometry.o > -L/home/users/browner/software/linux/lib -L/usr/X11R6/lib > -L/home/users/browner/software/linux/lib/dbg -lLoom -lOSGSystem -lOSGBase > -lSDL -lpthread -lcorona -laudiere -lgltext -lOSGSystem -lOSGBase -ljpeg > -lpng -lz -lGLU -lGL -lXmu -lXi -lXt -lX11 -lpthread -ldl -lm -lGLU -lGL > src/CollisionResponse.o: In function > `mw::collidePlayerGunPickup(mw::Player*, mw::GunPickup*)': > /home9/users/browner/midworld/src/CollisionResponse.cpp:78: undefined > reference to `mw::GunPickup::giveTo(mw::Player*)' > src/LevelLoader.o: In function `int const& std::min<int>(int const&, int > const&)': > /usr/include/g++-v3/bits/stl_algobase.h(.gnu.linkonce.t._ZN2mw13EntityFactory6createINS_9GunPickupESsEEPT_T0_NS_9Type2TypeIS3_EE+0x2d): > undefined reference to `mw::GunPickup::GunPickup(mw::GameState*, > std::string const&)' > collect2: ld returned 1 exit status > scons: *** [build/midworld] Error 1 > midworld/build % > > > On Tue, 5 Nov 2002, Chad Austin wrote: > > >>woops. just comment it out. >> >>I meant to abstract that into a DBG_BREAK macro... >> >>Josh Brown wrote: >> >>>Hey when I try to compile CollisionResponse.cpp on linux I get an error >>>that __asm is undefined, so I think Chad wrote this up (assumedly on >>>Windows) so if you could take a look at that and see if there is a way to >>>compile that on linux then that would help us out. >>> >>>Thanks >>>Josh >>> >>> >>> >>>------------------------------------------------------- >>>This sf.net email is sponsored by: See the NEW Palm >>>Tungsten T handheld. Power & Color in a compact size! >>>http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en >>>_______________________________________________ >>>Isugamedev-midworld mailing list >>>Isu...@li... >>>https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld >> >> >> > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-11-05 15:08:21
|
I am unable to make the meeting on Wednesday. Matt Billock wrote: > Heya midworlders, > > I have a meeting on Wednesday from 8:30-10:30 or so, so I should be able > to make the meeting at 7. but I'll have to take a break from the coding > session. > > Thanks for your time, > > ttaM > > > -----Original Message----- > From: isu...@li... > [mailto:isu...@li...] On Behalf Of > Josh Brown > Sent: Tuesday, November 05, 2002 3:10 AM > To: isu...@li... > Subject: [Isugamedev-midworld] meeting - wednesday 7:00pm > > > OK, we stated that we wanted to have all coding done by the 5th. that > is > not going to happen since that is today and we still have a ton to do. > I > propose that we all agree that this thing will be done coding thursday > when we wake up. We will have a meeting wednesday (tomorrow) at 7:00pm > to > review the status of the game and we will have a coding session > following > the meeting and we won't stop till it is all done. The resultant > schedule > follows: > > Nov. > > 5 Code and Model > 6 Code and Model > Meeting to evaluate - all Night coding session to finish > 7 Finish Code by Noon then rest the remainer of the day > 8 Bug fix > 9 Bug fix > get to a polished state - make a few CD's to take to friends to play > test for us > 10 Get play test feedback > bug fix > 11 Get play test feedback > bug fix > get screenshots and Write Application responses and manual > 12 make cd's and final manuals and send to IGF > 13 REST > 14 create website for the game > 15 pray that we get accepted > > > So we are on an EXTREMELY tight schedule now. so anything you can get > done today would be great, but we are to the point of no bumping: > meaning > we can not slip off this schedule if we are going to be successful in > completing this game. We cannot push stuff back any further. So I'm > game > for working till my arms fall off and I hope you all will be there to > catch them when they do. > > Cheers and happing coding/modeling > Josh |
From: Matt B. <te...@ia...> - 2002-11-05 14:32:26
|
Heya midworlders, I have a meeting on Wednesday from 8:30-10:30 or so, so I should be able to make the meeting at 7. but I'll have to take a break from the coding session. Thanks for your time, ttaM ____________________________________________ Matt Billock, Senior in Computer Science (515) 292-6172 AIM - temyrr President, ISU Hockey Pep Band Technology Committee Chair, Tau Beta Sigma (Theta Xi Chapter) "I will not eat them in Japan, with Godzilla and Rodan." -----Original Message----- From: isu...@li... [mailto:isu...@li...] On Behalf Of Josh Brown Sent: Tuesday, November 05, 2002 3:10 AM To: isu...@li... Subject: [Isugamedev-midworld] meeting - wednesday 7:00pm OK, we stated that we wanted to have all coding done by the 5th. that is not going to happen since that is today and we still have a ton to do. I propose that we all agree that this thing will be done coding thursday when we wake up. We will have a meeting wednesday (tomorrow) at 7:00pm to review the status of the game and we will have a coding session following the meeting and we won't stop till it is all done. The resultant schedule follows: Nov. 5 Code and Model 6 Code and Model Meeting to evaluate - all Night coding session to finish 7 Finish Code by Noon then rest the remainer of the day 8 Bug fix 9 Bug fix get to a polished state - make a few CD's to take to friends to play test for us 10 Get play test feedback bug fix 11 Get play test feedback bug fix get screenshots and Write Application responses and manual 12 make cd's and final manuals and send to IGF 13 REST 14 create website for the game 15 pray that we get accepted So we are on an EXTREMELY tight schedule now. so anything you can get done today would be great, but we are to the point of no bumping: meaning we can not slip off this schedule if we are going to be successful in completing this game. We cannot push stuff back any further. So I'm game for working till my arms fall off and I hope you all will be there to catch them when they do. Cheers and happing coding/modeling Josh ------------------------------------------------------- This sf.net email is sponsored by: See the NEW Palm Tungsten T handheld. Power & Color in a compact size! http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en _______________________________________________ Isugamedev-midworld mailing list Isu...@li... https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Josh B. <br...@vr...> - 2002-11-05 09:09:40
|
OK, we stated that we wanted to have all coding done by the 5th. that is not going to happen since that is today and we still have a ton to do. I propose that we all agree that this thing will be done coding thursday when we wake up. We will have a meeting wednesday (tomorrow) at 7:00pm to review the status of the game and we will have a coding session following the meeting and we won't stop till it is all done. The resultant schedule follows: Nov. 5 Code and Model 6 Code and Model Meeting to evaluate - all Night coding session to finish 7 Finish Code by Noon then rest the remainer of the day 8 Bug fix 9 Bug fix get to a polished state - make a few CD's to take to friends to play test for us 10 Get play test feedback bug fix 11 Get play test feedback bug fix get screenshots and Write Application responses and manual 12 make cd's and final manuals and send to IGF 13 REST 14 create website for the game 15 pray that we get accepted So we are on an EXTREMELY tight schedule now. so anything you can get done today would be great, but we are to the point of no bumping: meaning we can not slip off this schedule if we are going to be successful in completing this game. We cannot push stuff back any further. So I'm game for working till my arms fall off and I hope you all will be there to catch them when they do. Cheers and happing coding/modeling Josh |
From: Josh B. <br...@vr...> - 2002-11-05 08:24:52
|
Actually now I'm getting more errors in linking: output follows: Any Ideas on this one /usr/bin/g++3 -Wl,-rpath,/home/users/browner/software/linux/lib -o build/midworld src/Main.o src/AbstractEntity.o src/AmmoBag.o src/AmmoCrate.o src/Application.o src/BaseBullet.o src/BaseProjectileWeapon.o src/BoundsCollisionDetector.o src/BoundsSweepCollisionDetector.o src/Camera.o src/CollisionDesc.o src/CollisionResponse.o src/CreditsState.o src/Droid.o src/Enemy.o src/EntityFactory.o src/GameManager.o src/GameOverState.o src/GameScene.o src/GameState.o src/HUD.o src/HomingMissile.o src/IntroState.o src/InputAction.o src/InputBinder.o src/InputParser.o src/InputSymbol.o src/Jukebox.o src/LevelLoader.o src/LoadState.o src/MenuState.o src/MissileLauncher.o src/ModelManager.o src/OpenSGSceneViewer.o src/Particle.o src/ParticleEngine.o src/PhysicsEngine.o src/Player.o src/ResourceManager.o src/RigidBody.o src/Scene.o src/SceneEvent.o src/Shotgun.o src/State.o src/StateFactory.o src/SoundEffectManager.o src/SoundManager.o src/SpreadGun.o src/StoryState.o src/Testing.o src/Texture.o src/TextureManager.o src/Turret.o src/cubeGeometry.o -L/home/users/browner/software/linux/lib -L/usr/X11R6/lib -L/home/users/browner/software/linux/lib/dbg -lLoom -lOSGSystem -lOSGBase -lSDL -lpthread -lcorona -laudiere -lgltext -lOSGSystem -lOSGBase -ljpeg -lpng -lz -lGLU -lGL -lXmu -lXi -lXt -lX11 -lpthread -ldl -lm -lGLU -lGL src/CollisionResponse.o: In function `mw::collidePlayerGunPickup(mw::Player*, mw::GunPickup*)': /home9/users/browner/midworld/src/CollisionResponse.cpp:78: undefined reference to `mw::GunPickup::giveTo(mw::Player*)' src/LevelLoader.o: In function `int const& std::min<int>(int const&, int const&)': /usr/include/g++-v3/bits/stl_algobase.h(.gnu.linkonce.t._ZN2mw13EntityFactory6createINS_9GunPickupESsEEPT_T0_NS_9Type2TypeIS3_EE+0x2d): undefined reference to `mw::GunPickup::GunPickup(mw::GameState*, std::string const&)' collect2: ld returned 1 exit status scons: *** [build/midworld] Error 1 midworld/build % > On Tue, 5 Nov 2002, Chad Austin wrote: > woops. just comment it out. > > I meant to abstract that into a DBG_BREAK macro... > > Josh Brown wrote: > > Hey when I try to compile CollisionResponse.cpp on linux I get an error > > that __asm is undefined, so I think Chad wrote this up (assumedly on > > Windows) so if you could take a look at that and see if there is a way to > > compile that on linux then that would help us out. > > > > Thanks > > Josh > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by: See the NEW Palm > > Tungsten T handheld. Power & Color in a compact size! > > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > |