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From: Brown J. L <Bro...@Jo...> - 2002-06-13 20:08:16
|
Chad and everyone, I have a question regarding people that can be in the gamedev club. Are non Iowa State students allowed/encouraged to participate? Josh > -----Original Message----- > From: Chad Austin [SMTP:ae...@ae...] > Sent: Thursday, June 13, 2002 2:11 PM > To: Ethan Bass > Cc: isu...@li... > Subject: Re: [Isugamedev-midworld] Gameplay Design > > We could really use a game designer! Unfortunately, the club is 95% > programmers. Have you read what we have so far on the midworld page? > (http://isugamedev.sf.net/midworld/) Do you know how to use CVS? Do you > have a > SourceForge account? (http://sf.net/) > > I think a good starting point is looking at the design we have so far and > fleshing it out. (Of course, we need to make sure the implementation is > caught > up to the design...) > > Send another message to the list if you have more questions. > > Thanks, > Chad > > > I recently heard of your project to create a game before the end of the > > summer. I am currently working on multiple game designs, and would like > > to try my hand at coming up with gameplay mechanics from some new ideas. > > I would be happy to contribute. Please e-mail me back if you would be > > intrested in having me on. > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Brown J. L <Bro...@Jo...> - 2002-06-13 20:06:31
|
If they come every week milestone isn't exactly a good word for it ;) but I agree that having weekly goals for the development process is a great strategy. And then we could have development and Ben could run them and he could always be 20 minutes late to them and then Chad would have to run them because Ben wasn't there. (inside joke about juggler meetings) Anwyay, I like that idea, just le tme know when my deadlines are. Josh > -----Original Message----- > From: Ben Scott [SMTP:bs...@vr...] > Sent: Thursday, June 13, 2002 2:17 PM > To: Brown Joshua L > Cc: isu...@li... > Subject: RE: [Isugamedev-midworld] Iteration 2 > > I was thinking of iteration 2 just being the next logical step towards > completion. Perhaps milestone 2 would have been a better choice of words. > I don't think we should necessarily have the game completed by the end of > this phase. Rather, I would suggest some of the following goals: > > * Model loading (OpenSG support?) > * Some models to load ... > * Basic AI framework > * Input completed (needs that inputSym library to be written/released) > * Basic UI (HUD for health, weapons, etc) implemented (with phui?) > - Depends on the input completion > * Simple bounds collision detection integrated > > The tasks above focus on two things: > 1. Making the game prettier ;) > 2. Improving immersion (through interaction) > > Perhaps we should shoot for milestone completion at a rate of one > milestone a week? Then we could set up our milestones based on that. > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > On Thu, 13 Jun 2002, Brown Joshua L wrote: > > > I think that we should set iteration #2's completion date for the 29th > of > > June. And I would like to have the AI system completed by then, it will > of > > course need tweeking based on game play but that comes in the testing > phase. > > > > Is iteration 2 the last iteration before we start testing - or do you > > recomend that we have an iteration 3 then testing phase. > > > > -J > > > > > -----Original Message----- > > > From: Ben Scott [SMTP:bs...@vr...] > > > Sent: Thursday, June 13, 2002 1:54 PM > > > To: isu...@li... > > > Subject: [Isugamedev-midworld] Iteration 2 > > > > > > Now that the first iteration is nearly complete (missing bullets and > those > > > > > > terribly tough randomly moving enemy cubes), we need to start thinking > > > > about our goals for the second iteration. > > > > > > Since we're adding new people to the project (our group has now grown > to > > > about 7 or 8), I think we may want to start figuring out where the > > > boundaries of our subsystems lie so we can easily work without > stepping on > > > > > > each other's toes too much. > > > > > > Additionally, we need new concrete tasks both for the architectural > design > > > > > > (since the prototype will be done) and the gameplay (we DO eventually > need > > > > > > a game not a technical demo). > > > > > > Please mail the list with ideas for goals for Iteration 2. > > > > > > cheers, > > > ----- > > > Ben Scott > > > Research Assistant VRAC > > > bs...@ia... > > > > > > > > > _______________________________________________________________ > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > August 25-28 in Las Vegas - > > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > |
From: Ben S. <bs...@vr...> - 2002-06-13 19:16:54
|
I was thinking of iteration 2 just being the next logical step towards completion. Perhaps milestone 2 would have been a better choice of words. I don't think we should necessarily have the game completed by the end of this phase. Rather, I would suggest some of the following goals: * Model loading (OpenSG support?) * Some models to load ... * Basic AI framework * Input completed (needs that inputSym library to be written/released) * Basic UI (HUD for health, weapons, etc) implemented (with phui?) - Depends on the input completion * Simple bounds collision detection integrated The tasks above focus on two things: 1. Making the game prettier ;) 2. Improving immersion (through interaction) Perhaps we should shoot for milestone completion at a rate of one milestone a week? Then we could set up our milestones based on that. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Thu, 13 Jun 2002, Brown Joshua L wrote: > I think that we should set iteration #2's completion date for the 29th of > June. And I would like to have the AI system completed by then, it will of > course need tweeking based on game play but that comes in the testing phase. > > Is iteration 2 the last iteration before we start testing - or do you > recomend that we have an iteration 3 then testing phase. > > -J > > > -----Original Message----- > > From: Ben Scott [SMTP:bs...@vr...] > > Sent: Thursday, June 13, 2002 1:54 PM > > To: isu...@li... > > Subject: [Isugamedev-midworld] Iteration 2 > > > > Now that the first iteration is nearly complete (missing bullets and those > > > > terribly tough randomly moving enemy cubes), we need to start thinking > > about our goals for the second iteration. > > > > Since we're adding new people to the project (our group has now grown to > > about 7 or 8), I think we may want to start figuring out where the > > boundaries of our subsystems lie so we can easily work without stepping on > > > > each other's toes too much. > > > > Additionally, we need new concrete tasks both for the architectural design > > > > (since the prototype will be done) and the gameplay (we DO eventually need > > > > a game not a technical demo). > > > > Please mail the list with ideas for goals for Iteration 2. > > > > cheers, > > ----- > > Ben Scott > > Research Assistant VRAC > > bs...@ia... > > > > > > _______________________________________________________________ > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > August 25-28 in Las Vegas - > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Chad A. <ae...@ae...> - 2002-06-13 19:11:03
|
We could really use a game designer! Unfortunately, the club is 95% programmers. Have you read what we have so far on the midworld page? (http://isugamedev.sf.net/midworld/) Do you know how to use CVS? Do you have a SourceForge account? (http://sf.net/) I think a good starting point is looking at the design we have so far and fleshing it out. (Of course, we need to make sure the implementation is caught up to the design...) Send another message to the list if you have more questions. Thanks, Chad > I recently heard of your project to create a game before the end of the > summer. I am currently working on multiple game designs, and would like > to try my hand at coming up with gameplay mechanics from some new ideas. > I would be happy to contribute. Please e-mail me back if you would be > intrested in having me on. |
From: Brown J. L <Bro...@Jo...> - 2002-06-13 19:09:02
|
I think that we should set iteration #2's completion date for the 29th of June. And I would like to have the AI system completed by then, it will of course need tweeking based on game play but that comes in the testing phase. Is iteration 2 the last iteration before we start testing - or do you recomend that we have an iteration 3 then testing phase. -J > -----Original Message----- > From: Ben Scott [SMTP:bs...@vr...] > Sent: Thursday, June 13, 2002 1:54 PM > To: isu...@li... > Subject: [Isugamedev-midworld] Iteration 2 > > Now that the first iteration is nearly complete (missing bullets and those > > terribly tough randomly moving enemy cubes), we need to start thinking > about our goals for the second iteration. > > Since we're adding new people to the project (our group has now grown to > about 7 or 8), I think we may want to start figuring out where the > boundaries of our subsystems lie so we can easily work without stepping on > > each other's toes too much. > > Additionally, we need new concrete tasks both for the architectural design > > (since the prototype will be done) and the gameplay (we DO eventually need > > a game not a technical demo). > > Please mail the list with ideas for goals for Iteration 2. > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Ben S. <bs...@vr...> - 2002-06-13 18:54:22
|
Now that the first iteration is nearly complete (missing bullets and those terribly tough randomly moving enemy cubes), we need to start thinking about our goals for the second iteration. Since we're adding new people to the project (our group has now grown to about 7 or 8), I think we may want to start figuring out where the boundaries of our subsystems lie so we can easily work without stepping on each other's toes too much. Additionally, we need new concrete tasks both for the architectural design (since the prototype will be done) and the gameplay (we DO eventually need a game not a technical demo). Please mail the list with ideas for goals for Iteration 2. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |
From: Chad A. <ae...@ae...> - 2002-06-13 18:53:46
|
Brown Joshua L wrote: > > [snip] > > The purpose of all of that is so that every unit in the system doesn't have > to worry about everything in the system every game cycle. He gets specific > orders and does them unless an instinct interupts then he reacts and > communicates up looking for more orders. and so on up the ladder as far as > complex as you want to get. Ahhh, that makes a lot more sense. Thanks. :) |
From: Brown J. L <Bro...@Jo...> - 2002-06-13 17:42:12
|
The AI is hierarchical. So at the lowest level in the system the units (a unit doesn't necessarily have to be on the screen) have instincts that tell them to shoot or walk around and communicate what they are doing up a level. Then at level 2, the units can interpret what all children are doing and give them orders. So in their logic it might say if 1 guy is getting shot at send all children to his location, and then communicate what I just did up to level 3. So in a more complex system at level 3. There might be a behavior that communicates down to level 2 that says send 1 guy out and huddle everyone else up in one spot. Then when he gets shot at send everyone to that spot, and then in a really complex system he would communicate that up to level 4, and a level 4 unit might be able to handle balancing of number of units in multiple battles at once. Or you could apply this principle to supply lines if a game wanted that (this is due to how we abstract out behaviors) you can really make your units do whatever you want. The purpose of all of that is so that every unit in the system doesn't have to worry about everything in the system every game cycle. He gets specific orders and does them unless an instinct interupts then he reacts and communicates up looking for more orders. and so on up the ladder as far as complex as you want to get. Hope this helped. Josh > -----Original Message----- > From: Chad Austin [SMTP:ae...@ae...] > Sent: Thursday, June 13, 2002 9:30 AM > To: isu...@li... > Subject: Re: Fwd: [Isugamedev-midworld] VERY interested in helping! > > > By they way I will be posting my design doc for the AI tonight - It's > done > > but I left it at home (without internet access) so after work I'll go > home > > and bring it back to John Deere and upload it. I'll probably start > coding > > on it too tonight, so if you guys have time look through it tonight let > me > > know what you think. If there are major problems that you see I'd like > to > > know about it before I get too far. I would have had the doc up sooner > but > > after talking with Ben and Kevin I revised my concept a little, so I > won't > > be done with it by this friday :( but hopefully we will have the > necessary > > component of the system as well as a behavior or two by a week from > friday, > > will this be soon enough for everyone? > > I took a look at your document, and it mostly looks good to me. The only > thing > that confused me is... what is the relationship between child and parent > nodes? What are the parent nodes for? > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Chad A. <ae...@ae...> - 2002-06-13 14:30:06
|
> By they way I will be posting my design doc for the AI tonight - It's done > but I left it at home (without internet access) so after work I'll go home > and bring it back to John Deere and upload it. I'll probably start coding > on it too tonight, so if you guys have time look through it tonight let me > know what you think. If there are major problems that you see I'd like to > know about it before I get too far. I would have had the doc up sooner but > after talking with Ben and Kevin I revised my concept a little, so I won't > be done with it by this friday :( but hopefully we will have the necessary > component of the system as well as a behavior or two by a week from friday, > will this be soon enough for everyone? I took a look at your document, and it mostly looks good to me. The only thing that confused me is... what is the relationship between child and parent nodes? What are the parent nodes for? |
From: Chad A. <ae...@ae...> - 2002-06-13 14:27:26
|
Oh yeah... We would also like you to sign up for the isugamedev-midworld mailing list os you can keep tabs on what is going on. |
From: Chad A. <ae...@ae...> - 2002-06-13 14:16:43
|
Great to hear you are interested! When you get spun up on using SourceForge, CVS, etc., go to https://sourceforge.net/projects/isugamedev/ and click on Midworld underneath Task Manager (farther down on the page). If you see any task you are interested in working on, let us know. Welcome to Iowa State and the Gamedev Club. :) - chad Michael Holtan wrote: > > Hi, my name is Michael Holtan, and I am going to be a Freshman majoring in > Com Sci at ISU. I noticed some ads for the Game Dev Club in Atanasoff and > decided to check out your web site. I have been teaching myself C++, VC++, and > DirectX for the past year after getting bored of programming various games for > my TI-83. I would VERY much like to help in the development of Midworld in ANY > way I can. Please contact me with information on what I should learn, when the > group meets, and anything else I should know. I live in Stanhope, IA (30 min > north of Ames). Thank you very much for your time. > > -Michael Holtan: programmer, game designer > mh...@ia... |
From: Ethan B. <gam...@ma...> - 2002-06-13 01:27:01
|
I recently heard of your project to create a game before the end of the summer. I am currently working on multiple game designs, and would like to try my hand at coming up with gameplay mechanics from some new ideas. I would be happy to contribute. Please e-mail me back if you would be intrested in having me on. |
From: Ben S. <bs...@vr...> - 2002-06-12 18:15:32
|
Michael- We're glad to hear you're interested in helping develop Midworld with us! There's a few things we need you to do before you can get started. 1. Sign up for an account at http://sourceforge.net. SourceForge hosts many development tools we use for free including: - the CVS repository (a source-code control program) - our Web site - mailing lists - a task manager - bug tracking - etc ... 2. Email your new SourceForge account name to ga...@ia.... One of the club officers will add you in as a project developer to the isugamedev project on SourceForge. (http://sourceforge.net/projects/isugamedev) At this point, you'll want to learn how to use CVS if you don't already know how. There is a pretty decent manual at http://cvshome.org but your best bet is to ask questions to the isu...@li... mailing list. Now you'll be ready to start doing some development work on Midworld. Note that we're currently writing Midworld in OpenGL. Check out the club Web site, http://isugamedev.sf.net, for some great OpenGL resources. It's actually much easier to learn than DirectX. If you get stuck here, again, email the isugamedev-devel mailing list. All of the ISU Game Developer Club members are very willing (and eager) to help you with game (and general) development/programming. If you have ANY questions at any step of the way, please don't hesitate to email isugamedev-devel or any of the members individually (including myself). I hope I didn't overwhelm you with everything this email. Please reply back to the list if you have any questions. ;) cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Tue, 11 Jun 2002, Michael Holtan wrote: > > Hi, my name is Michael Holtan, and I am going to be a Freshman majoring in > Com Sci at ISU. I noticed some ads for the Game Dev Club in Atanasoff and > decided to check out your web site. I have been teaching myself C++, VC++, and > DirectX for the past year after getting bored of programming various games for > my TI-83. I would VERY much like to help in the development of Midworld in ANY > way I can. Please contact me with information on what I should learn, when the > group meets, and anything else I should know. I live in Stanhope, IA (30 min > north of Ames). Thank you very much for your time. > > -Michael Holtan: programmer, game designer > mh...@ia... > > > > > > > _______________________________________________________________ > > Multimillion Dollar Computer Inventory > Live Webcast Auctions Thru Aug. 2002 - http://www.cowanalexander.com/calendar > > > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Michael H. <mh...@ia...> - 2002-06-12 00:33:39
|
Hi, my name is Michael Holtan, and I am going to be a Freshman majoring in Com Sci at ISU. I noticed some ads for the Game Dev Club in Atanasoff and decided to check out your web site. I have been teaching myself C++, VC++, and DirectX for the past year after getting bored of programming various games for my TI-83. I would VERY much like to help in the development of Midworld in ANY way I can. Please contact me with information on what I should learn, when the group meets, and anything else I should know. I live in Stanhope, IA (30 min north of Ames). Thank you very much for your time. -Michael Holtan: programmer, game designer mh...@ia... |
From: Ben S. <bs...@vr...> - 2002-06-11 19:36:06
|
Whatever you want ;) Currently I believe it's only been developed on Linux, but Chad did test it on Win32 the other day. Personally, I would like to target Linux and Win32 and hope for IRIX support. (Porting to VRJuggler for the C4/6 would be awesome!) cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Tue, 11 Jun 2002, Brown Joshua L wrote: > what platform are we developing on? > Josh > > > _______________________________________________________________ > > Multimillion Dollar Computer Inventory > Live Webcast Auctions Thru Aug. 2002 - http://www.cowanalexander.com/calendar > > > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Chad A. <ae...@ae...> - 2002-06-11 19:35:57
|
VC7 and Linux and maybe IRIX someday. Brown Joshua L wrote: > > what platform are we developing on? > Josh > > _______________________________________________________________ > > Multimillion Dollar Computer Inventory > Live Webcast Auctions Thru Aug. 2002 - http://www.cowanalexander.com/calendar > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Brown J. L <Bro...@Jo...> - 2002-06-11 19:31:59
|
what platform are we developing on? Josh |
From: Andres R. <an...@re...> - 2002-06-10 01:24:08
|
I've got too much cs363 due tomorrow, I won't make it tonight. Andres Reinot an...@re... www.reinot.com |
From: Josh B. <br...@vr...> - 2002-06-10 01:22:45
|
I'll be there in 1/2 an hour -it's now 8:30 Josh On Sun, 9 Jun 2002, Ben Scott wrote: > I call this meeting to order. Just got back into town and am at VRAC - > downstairs on gfxn2. Come by when you can! > > If anything, we all need to work on our leadership skills. :-/ Just pipe > up and email a time/date/whatever and everybody can say "I can(not) make > it." > > cheers, > ----- > Ben Scott > Research Assistant VRAC > bs...@ia... > > > On Sun, 9 Jun 2002, Kevin Meinert wrote: > > > > > let me know if you guys are meeting tonight... > > 232.1063 > > > > *--*---*---*----*-----*------*------*-----*----*---*---*--* > > Kevin Meinert /_/ > > http://www.vrac.iastate.edu/~kevn \ / > > Virtual Reality Applications Center \/ __ \/ > > Howe Hall, Iowa State University, Ames Iowa \__ > > \_\ > > > > On Sun, 9 Jun 2002, Johnathan G. wrote: > > > > > I'm tired, but I'm here. I just drove from Texas to Ames. > > > Sleep.....tastes......so......goood..... > > > > > > On Saturday 08 June 2002 09:42, you wrote: > > > > Oh yeah, and I will be here on Sunday evening. If we are going to hold the > > > > meeting, could you send out a reminder e-mail? Thanks. > > > > > > > > Brown Joshua L wrote: > > > > > nevermind my questions from before I think I was smoking crack. However > > > > > I still need to get in contact with Chad about terrain generation (not as > > > > > it applies to AI since all I have to do is use our handy dandy collision > > > > > detection system) but just to get it started. And also I would like to > > > > > know who is taking on developing the interface for an enemy unit. If > > > > > there isn't anyone doing that I'll take it on, I'll be in control of > > > > > everything evil ;) > > > > > > > > > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > > > > > together for awhile. > > > > > > > > > > cheers > > > > > Josh > > > > > > > > > > _______________________________________________________________ > > > > > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > > > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > > > > > > > > > _______________________________________________ > > > > > Isugamedev-midworld mailing list > > > > > Isu...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > > > _______________________________________________________________ > > > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > > August 25-28 in Las Vegas - > > > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > > > > > _______________________________________________ > > > > Isugamedev-midworld mailing list > > > > Isu...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > _______________________________________________________________ > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-06-10 01:15:37
|
I call this meeting to order. Just got back into town and am at VRAC - downstairs on gfxn2. Come by when you can! If anything, we all need to work on our leadership skills. :-/ Just pipe up and email a time/date/whatever and everybody can say "I can(not) make it." cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Sun, 9 Jun 2002, Kevin Meinert wrote: > > let me know if you guys are meeting tonight... > 232.1063 > > *--*---*---*----*-----*------*------*-----*----*---*---*--* > Kevin Meinert /_/ > http://www.vrac.iastate.edu/~kevn \ / > Virtual Reality Applications Center \/ __ \/ > Howe Hall, Iowa State University, Ames Iowa \__ > \_\ > > On Sun, 9 Jun 2002, Johnathan G. wrote: > > > I'm tired, but I'm here. I just drove from Texas to Ames. > > Sleep.....tastes......so......goood..... > > > > On Saturday 08 June 2002 09:42, you wrote: > > > Oh yeah, and I will be here on Sunday evening. If we are going to hold the > > > meeting, could you send out a reminder e-mail? Thanks. > > > > > > Brown Joshua L wrote: > > > > nevermind my questions from before I think I was smoking crack. However > > > > I still need to get in contact with Chad about terrain generation (not as > > > > it applies to AI since all I have to do is use our handy dandy collision > > > > detection system) but just to get it started. And also I would like to > > > > know who is taking on developing the interface for an enemy unit. If > > > > there isn't anyone doing that I'll take it on, I'll be in control of > > > > everything evil ;) > > > > > > > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > > > > together for awhile. > > > > > > > > cheers > > > > Josh > > > > > > > > _______________________________________________________________ > > > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > > > > > > > _______________________________________________ > > > > Isugamedev-midworld mailing list > > > > Isu...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > _______________________________________________________________ > > > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > > August 25-28 in Las Vegas - > > > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > > > _______________________________________________ > > > Isugamedev-midworld mailing list > > > Isu...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > _______________________________________________________________ > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > |
From: Johnathan G. <da...@us...> - 2002-06-09 17:51:09
|
I'm tired, but I'm here. I just drove from Texas to Ames. Sleep.....tastes......so......goood..... On Saturday 08 June 2002 09:42, you wrote: > Oh yeah, and I will be here on Sunday evening. If we are going to hold the > meeting, could you send out a reminder e-mail? Thanks. > > Brown Joshua L wrote: > > nevermind my questions from before I think I was smoking crack. However > > I still need to get in contact with Chad about terrain generation (not as > > it applies to AI since all I have to do is use our handy dandy collision > > detection system) but just to get it started. And also I would like to > > know who is taking on developing the interface for an enemy unit. If > > there isn't anyone doing that I'll take it on, I'll be in control of > > everything evil ;) > > > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > > together for awhile. > > > > cheers > > Josh > > > > _______________________________________________________________ > > > > Don't miss the 2002 Sprint PCS Application Developer's Conference > > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@ae...> - 2002-06-08 14:42:29
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Oh yeah, and I will be here on Sunday evening. If we are going to hold the meeting, could you send out a reminder e-mail? Thanks. Brown Joshua L wrote: > > nevermind my questions from before I think I was smoking crack. However I > still need to get in contact with Chad about terrain generation (not as it > applies to AI since all I have to do is use our handy dandy collision > detection system) but just to get it started. And also I would like to know > who is taking on developing the interface for an enemy unit. If there isn't > anyone doing that I'll take it on, I'll be in control of everything evil ;) > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > together for awhile. > > cheers > Josh > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@ae...> - 2002-06-08 14:41:53
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For the prototype, I was thinking we would just hardcode a few triangles into the world. This is just a prototype, so that should only take a few minutes. Brown Joshua L wrote: > > nevermind my questions from before I think I was smoking crack. However I > still need to get in contact with Chad about terrain generation (not as it > applies to AI since all I have to do is use our handy dandy collision > detection system) but just to get it started. And also I would like to know > who is taking on developing the interface for an enemy unit. If there isn't > anyone doing that I'll take it on, I'll be in control of everything evil ;) > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > together for awhile. > > cheers > Josh > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Andres R. <an...@re...> - 2002-06-08 08:44:03
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Sunday is good. Andres Reinot an...@re... www.reinot.com >Oh yeah, I'll be here Sunday evening. > > > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > > together for awhile. |
From: Ben S. <bs...@vr...> - 2002-06-07 18:35:19
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Sounds good. Take a look at the tasklist on sf.net for the isugamedev project to see whose doing the Enemy unit interface. As far as I know, it hasn't even been considered yet. ;) So create the task and assign yourself as owner. Oh yeah, I'll be here Sunday evening. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Fri, 7 Jun 2002, Brown Joshua L wrote: > nevermind my questions from before I think I was smoking crack. However I > still need to get in contact with Chad about terrain generation (not as it > applies to AI since all I have to do is use our handy dandy collision > detection system) but just to get it started. And also I would like to know > who is taking on developing the interface for an enemy unit. If there isn't > anyone doing that I'll take it on, I'll be in control of everything evil ;) > > Will anyone be around Ames on Sunday evening? If so, maybe we can get > together for awhile. > > cheers > Josh > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |