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From: Chad A. <ae...@ia...> - 2002-09-24 07:28:33
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Rather than doing my homework, I made my own bullet model using anim8or! It's cool! I want to try to make a concrete wall model... (yeah baby, shootin' high) |
From: Ben S. <bs...@vr...> - 2002-09-23 22:13:07
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Chad Austin wrote: > How do apply a rotational force to an object? I just made the enemies move > around kinda cooler, but they look funny when they suddenly change direction. The function you're looking for is RigidBody::addForce(force, pos). Someday this will apply a torque at the specific position on the body. However, at this time it is not implemented because we don't have a good way to calculate inertia tensors for each body. Feel free to do this. ^_^ cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Chad A. <ae...@ia...> - 2002-09-23 20:49:59
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How do apply a rotational force to an object? I just made the enemies move around kinda cooler, but they look funny when they suddenly change direction. |
From: Chad A. <ae...@ia...> - 2002-09-23 20:10:29
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Rather than linking isugamedev.sf.net/midworld to the CVS viewer, I took the current web site and checked it out into the isugamedev project web space. Thus, isugamedev.sf.net/midworld is the actual location of the site. This way, we can commit changes to the HTML/PHP/CSS/whatever without them immediately appearing on the site. |
From: Chad A. <ae...@ia...> - 2002-09-23 19:58:29
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All we need for an initial release is some good models and some better AI. I think a binary release would do wonders for our interest. |
From: Ben S. <bs...@vr...> - 2002-09-23 19:24:00
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grep GameState.cpp for mSceneViewer and comment out all the lines that it comes back with. That should effectively disable OpenSG in MW. Glad to see you're working on MW again! ^_^ cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... Chad Austin wrote: > It's really sucky to wait so long for the GameState to load so I can test it... > do you happen to know what it is doing or how I could make it faster? > > > > ------------------------------------------------------- > 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...@ia...> - 2002-09-23 19:15:18
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It's really sucky to wait so long for the GameState to load so I can test it... do you happen to know what it is doing or how I could make it faster? |
From: Ben S. <bs...@vr...> - 2002-09-23 18:40:04
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Chad Austin wrote: > What is the official capitalization? I preferr the latter (Midworld) since that's what I remember from Stephen King's the Dark Tower series (which was the inspiration for the name). Great series by the way ... I recommend you all read it. ^_^ cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Ben S. <bs...@vr...> - 2002-09-23 18:39:01
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I believe the camera starts out looking straight down the Y axis. So the character is looking straight out along the Z axis with the X axis going out to the right. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... Chad Austin wrote: > Where is the origin? Is positive Z up (from the ground)? Is X east? Is Y > north? That sort of thing. > > Ben Scott wrote: > >>all units are meters. >> >>cheers, >>----- >>Ben Scott >>Research Assistant VRAC >>bs...@ia... >> >>Chad Austin wrote: >> >>>What is the coordinate system of the game state? >>> >>> >>> >>>------------------------------------------------------- >>>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...@ia...> - 2002-09-23 17:51:25
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Where is the origin? Is positive Z up (from the ground)? Is X east? Is Y north? That sort of thing. Ben Scott wrote: > > all units are meters. > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > Chad Austin wrote: > > What is the coordinate system of the game state? > > > > > > > > ------------------------------------------------------- > > 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...> - 2002-09-23 17:49:31
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all units are meters. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... Chad Austin wrote: > What is the coordinate system of the game state? > > > > ------------------------------------------------------- > 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...@ia...> - 2002-09-23 17:45:25
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What is the coordinate system of the game state? |
From: Chad A. <ae...@ia...> - 2002-09-23 17:43:48
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What is the official capitalization? |
From: Ben S. <bs...@vr...> - 2002-09-20 09:19:02
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Since I managed to get OpenSG to build in VS.NET, I've uploaded a zip of all the dependencies to isugamedev.sf.net. You can grab it at: http://isugamedev.sf.net/midworld/data/midworld-deps.zip Remember that all of the media required to _run_ the game can be downloaded from the web site at: http://isugamedev.sf.net/midworld/data/resources.zip Happy coding! Remember that we've got until ~Nov 10 to finish AND release Midworld AND ship it to the IGF judges! cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Chad A. <ae...@ia...> - 2002-09-18 17:57:39
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http://pyrallis.aegisknight.org/midworld.zip it's from before the opensg stuff, so no models. no sound either. |
From: Ben S. <bs...@vr...> - 2002-09-18 02:28:23
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Perhaps you can come into the lab tonight and show me what link errors you are getting? I'll try to see what I can do on Jester tonight, but who knows ... While you're on windows, perhaps you could checkout the code tagged as opensg-bp (which is the branch point for the opensg-branch) and debug that viewing problem we were seeing on Levi's laptop? We clearly can't demo Midworld tomorrow if it's completely unplayable. By checking out the code with that tag, you won't have to deal with the OpenSG problems. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... Chad Austin wrote: > ARG... I give up on compiling in VC7 for now... Ben: Maybe you could get it > to work, since you have experience with OpenSG? > > I am running into some link errors... I think OpenSG is using global/static > data, which don't work in Windows (?). > > I will commit what I have... off to D&D. > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: AMD - Your access to the experts > on Hammer Technology! Open Source & Linux Developers, register now > for the AMD Developer Symposium. Code: EX8664 > http://www.developwithamd.com/developerlab > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@ia...> - 2002-09-18 01:08:29
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ARG... I give up on compiling in VC7 for now... Ben: Maybe you could get it to work, since you have experience with OpenSG? I am running into some link errors... I think OpenSG is using global/static data, which don't work in Windows (?). I will commit what I have... off to D&D. |
From: Ben S. <bs...@vr...> - 2002-09-17 10:47:28
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I've finished the initial iteration of adding OpenSG support into Midworld. As such, I have take the code on the branch I've been working on (opensg-branch) and merged it in with the HEAD. Thus, you will now need OpenSG 1.1.0 (http://www.opensg.org) to build Midworld. Remember to make sure you use g++3 when you build OpenSG (see 'configure --help' for details). [Yes Levi, there is a downloadable binary of OpenSG for Win32]. On a side note I've updated the resources.zip file online to include some test models, so you'll want to re-run get-resources.sh. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Ben S. <bs...@vr...> - 2002-09-16 03:00:57
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Please note that I have modified the build for linux machines such that gcc3 is the default compiler. I have done this for 2 reasons. 1. Exception handling in gcc2.x is rather spotty and I'm tired of dealing with the headaches it causes. 2. OpenSG runs much better with gcc3 than with gcc2.96. Since I'm halfway towards getting OpenSG support into Midworld, I figured I'd allow you to make sure all you code compiles with gcc3 before you have to deal with getting the OpenSG dependency. NOTE: You will need to rebuild the following dependent libraries with gcc3. I'm sorry, but there's no way around this. If you fail to do this, you will surely get unresolved symbol errors when linking. * Audiere * Corona * GLText For all of the above libraries, you can make them use gcc3 by following these rules from a source distribution ... (I'm assuming tcsh since most of you work at VRAC). The following example works for audiere 1.9.0 $ tar xvzf audiere-1.9.0.tar.gz $ cd audiere-1.9.0 $ setenv CC=gcc3 $ setenv CXX=g++3 $ ./configure --prefix=/a/path/to/somewhere $ gmake $ gmake install cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Andres R. <an...@re...> - 2002-08-14 07:57:47
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here's a new one: www.vrac.iastate.edu/~areinot/gamedev/midworld6.jpg I figured trench coats are always cool, so if I'm ambitious I'll animate one for Midworld. It'd be sweet if it could have like 3 different alpha values for different amounts of tearing/bullet holes. I would like to get started on some animation and modeling, so tell me this: what did we decide on? Keyframed animations, straight up frames, or realtime animation such as basic opengl turning/moving? I personally think that keyframing would be coolest, but straight up frames would be easier to implement. We probably need some sort of demo map too... I dunno how we are going to do VISing and optimization, so I have no idea what format the map should be in, or how to write the loader, but any suggestions in this area are welcome. We got two weeks still, we can finish this, right? *hehe* Andres |
From: Ben S. <bs...@vr...> - 2002-08-06 22:12:34
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I think Johnathan meant for this reply to go to the list ... Honestly, I think that while the "coding fests" are fun, we shouldn't rely on them. We have the best chance of meeting the deadline if people work on their own during the weeks and when we do meet, it's to hash out design and implementation problems/ideas. On a related note, while I recommend you all meet this weekend for a "coding fest" if you're interested, I will not be able to make it. I'm going to MN to visit my parents before they move to Toronto. (I do promise to get out a release of GMTL so y'all can compile midworld again without having to get GMTL from cvs.) Happy coding! cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Tue, 6 Aug 2002, Johnathan G. wrote: > I'm interested :P > > Seriously though, we might want to make these coding fests happen on a > regular basis so we can try and finish this up by November. Once a week > would be nice, but bi-weekly is better than nothing. What do you guys think? > > Johnathan > > On Monday 05 August 2002 20:49, you wrote: > > Johnathan would like to organize a coding fest as soon as possible. Please > > email back if you're interested. :) > > > > cheers, > > ----- > > Ben Scott > > Research Assistant VRAC > > bs...@ia... > > > > > > > > ------------------------------------------------------- > > 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: Andres R. <an...@re...> - 2002-08-06 20:00:32
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Sounds like a plan. Maybe after Thursday, my physics final is Friday. At 08:49 PM 8/5/2002 -0500, you wrote: >Johnathan would like to organize a coding fest as soon as possible. Please >email back if you're interested. :) > >cheers, >----- >Ben Scott >Research Assistant VRAC >bs...@ia... > > > >------------------------------------------------------- >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...> - 2002-08-06 01:49:20
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Johnathan would like to organize a coding fest as soon as possible. Please email back if you're interested. :) cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Ben S. <bs...@vr...> - 2002-07-29 05:53:00
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As of 07/28/2002, we depend on the GMTL version 0.1.7, which unfortunately only exists in CVS. I'll try to get the GMTL team to make a release tomorrow so y'all can just download an installable copy. Otherwise, you can grab the source using: cvs -danonymous@:pserver:ano...@cv...:/cvsroot/ggt co GGT/modules/GMTL cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Kevin M. <ke...@vr...> - 2002-07-08 13:20:40
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do we even have a map designed? that would definately be something to work on. would be good idea to sketch it out ahread of time so modeling time isn't wasted, and so the game designer (john?) can look it over before too much time is spent on it *--*---*---*----*-----*------*------*-----*----*---*---*--* Kevin Meinert /_/ http://www.vrac.iastate.edu/~kevn \ / Virtual Reality Applications Center \/ __ \/ Howe Hall, Iowa State University, Ames Iowa \__ \_\ On Sun, 7 Jul 2002, Andres Reinot wrote: > Art, what exactly do we want? What model format? Animated? A map perhaps? > We should definitely put it support for picture-gallery style > cut-scenes/story progression movies. Just sequences of drawings, I don't > think I'm up for rendering entire cut-scene animations or 2D movies, they > wouldn't look up to par ( unless someone knows what they're doing and can > help me ). > > But for the second itteration, we should have some sort of map loading > support (we don't need maps, just support) and definitely basic model > loading, even if without animation yet. > > p.s. whoever's working on the openGL, identify between animated and static > models ( the map should be static, certainly, and I don't know what else > could be) so that I can render radiosity lightmaps for static objects. > Static objects should then not be shaded at all, whereas animated models > should have some sort of shading that kinda fits in with the maps (I dunno > perhaps we could define openGL light positions in the maps too, and just > shade the animated objects with em). > > ...Definitely something to think about early on. > > > At 02:07 AM 7/7/2002 -0500, you wrote: > >Guys, > > > >Since we're almost through we the first revision, perhaps we should decide on > >second revision goals that could go in the Design Doc? > >I was thinking we should start having some of the following: > > > >- Some type of Artwork Support - > >Andres's drawings are really cool; let's add in some type of support for them! > > > >... > > > >Johnathan > > > > > >------------------------------------------------------- > >This sf.net email is sponsored by:ThinkGeek > >We have stuff for geeks like you. > >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 > We have stuff for geeks like you. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |