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From: Matt T. <m0...@ya...> - 2005-04-07 01:47:16
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I don't believe anyone knows me. My name is Matt Tuttle and I expressed an interest in Nuclear-Development last summer (you may have seen my name as one of the developers). Visual Studio .NET is my current IDE and I consider myself proficient in the C++ language. My skills have improved since I first e-mailed with Lee and I am interested in helping out with the development process. I've checked out the current cvs files and was wondering where to get started. What needs to be done for Level 0? Please let me know what I can do. It would be nice to see this go somewhere and I would be willing to put some extra time into this project. Keep up the work guys! __________________________________ Do you Yahoo!? Yahoo! Personals - Better first dates. More second dates. http://personals.yahoo.com |
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From: andy <and...@bl...> - 2005-04-06 19:11:17
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Hello Lee I am still interested, but my studies are taking me elsewhere. In all honesty I think you would be better off recruiting as you have already mentioned, let me know later if I can help (even just testing, writing documentation etc) as I can see the amount of work that will be involved. All the best Andrew Day (Harry Lime) nuc...@li... wrote: >Send Nuclear-Development mailing list submissions to > nuc...@li... > >To subscribe or unsubscribe via the World Wide Web, visit > https://lists.sourceforge.net/lists/listinfo/nuclear-development >or, via email, send a message with subject or body 'help' to > nuc...@li... > >You can reach the person managing the list at > nuc...@li... > >When replying, please edit your Subject line so it is more specific >than "Re: Contents of Nuclear-Development digest..." > > >Today's Topics: > > 1. Restart (Lee Trager) > >--__--__-- > >Message: 1 >Date: Sun, 27 Feb 2005 22:51:42 -0500 >From: Lee Trager <nu...@us...> >To: Nuc...@li... >Subject: [Nuclear-development] Restart > >I know everyone has been busy but no work has been done. We really need >to start working. If your not interested anymore I understand you just >walk away. Next week Im going to start recruiting again if your still >interested just e-mail me. > >Lee > > > >--__--__-- > >_______________________________________________ >Nuclear-Development mailing list >Nuc...@li... >https://lists.sourceforge.net/lists/listinfo/nuclear-development > > >End of Nuclear-Development Digest > > > > |
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From: harry <har...@bl...> - 2005-03-31 19:27:29
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Hello Lee I am still interested, but my studies are taking me elsewhere. In all honesty I think you would be better off recruiting as you have already mentioned, let me know later if I can help (even just testing, writing documentation etc) as I can see the amount of work that will be involved. All the best Andrew Day (Harry Lime) nuc...@li... wrote: >Send Nuclear-Development mailing list submissions to > nuc...@li... > >To subscribe or unsubscribe via the World Wide Web, visit > https://lists.sourceforge.net/lists/listinfo/nuclear-development >or, via email, send a message with subject or body 'help' to > nuc...@li... > >You can reach the person managing the list at > nuc...@li... > >When replying, please edit your Subject line so it is more specific >than "Re: Contents of Nuclear-Development digest..." > > >Today's Topics: > > 1. Restart (Lee Trager) > >--__--__-- > >Message: 1 >Date: Sun, 27 Feb 2005 22:51:42 -0500 >From: Lee Trager <nu...@us...> >To: Nuc...@li... >Subject: [Nuclear-development] Restart > >I know everyone has been busy but no work has been done. We really need >to start working. If your not interested anymore I understand you just >walk away. Next week Im going to start recruiting again if your still >interested just e-mail me. > >Lee > > > >--__--__-- > >_______________________________________________ >Nuclear-Development mailing list >Nuc...@li... >https://lists.sourceforge.net/lists/listinfo/nuclear-development > > >End of Nuclear-Development Digest > > > > |
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From: Lee T. <nu...@us...> - 2005-02-28 03:51:45
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I know everyone has been busy but no work has been done. We really need to start working. If your not interested anymore I understand you just walk away. Next week Im going to start recruiting again if your still interested just e-mail me. Lee |
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From: Lee T. <nu...@us...> - 2004-10-28 05:09:22
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I have been researching a lot on OpenAL and I am about to begin coding the audio engine. The last thing I am researching is the plugin part. I have decided to add a plugin for file formates(mp3, midi, au, ect) since there are so many audio formates, and no way we could possibly support them all. I plan to have support for wav right in the engine since its part of OpenAL and write a plugin for ogg and maybe mp3. Ill keep you guys posted on the status of that. We still need the level 0 stuff done!!!! I agree with Balee with some of us finishing the level 0 code and others researching and working on level 1. Since I am working on the audio stuff it would be good for something to start working on some of the graphics stuff. Network stuff im not to worried about right now, we can implement that later. I know everyone has busy lives but in order for this project to be sucessful you do need to commit sometime, if you feel you dont have the time anymore please e-mail me. Keep working and keep everyone posted on your progress. Lee |
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From: Balee <ova...@fr...> - 2004-10-25 20:28:44
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hm, doom3's mermory management is interesting(hl2's too ;->) but if you use it as a base to your code, remove the "ugly code" from it i mean things like: void *ptr; ... if (!ptr) /* * use: * if (ptr == NULL) */ hmm, an unified coding style should be used in the project maybe NetBSD 1.6 or something like that http://www.sirklabs.hu/stuff/style hmp, i looked into the cvs, it's a bit messy i mean, there souldn't be any renderer code and stuff while we haven't got any memory management, string-manipulation, debug, etc, etc ex: bool TEXTURE::LoadTGA(char* FileName) will die if you give a NULL pointer as filename, and if we want to read something from a packfile, we have to rewrite the code, etc so, first we need to write the level 0 code, make docs howto use it(cuz not everyone needs to learn the whole api's workflow), then we should plan how the client-server actions will run, and then maybe we could start graphics, sound, etc.. BUT while some people codig tier 0, others(expert to graphics, sound, etc) can make some small programs for trying and learning new thingies(vertex&fragment shaders, etc) and when tier 0 finished, they can inculde their code(with some modifications) otherjavascript:formsubmit(1) javascript:formsubmit(1) i'm thinkin' bout a packfile format that we should use(ZIP? GZIP? BZIP2?) we need to find the most efficent and fast of 'em good work! ps: my english gets worse day by day, sorry for that, maybe i'll go to an english course cuz when i was 16, i was a perfect speaker, but now, i only know some tech terms |
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From: Balee <ova...@fr...> - 2004-10-25 01:41:36
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here's a link for the bzipped doom3 sdk(thx to me :)) http://users.atw.hu/balee/DOOM3.tar.bz2 and a beautiful thing from relation-based programming model (i know what this means, if someone else thinks this too, tell me what is this :)) http://users.atw.hu/balee/bevprog.jpg |
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From: Lee T. <nu...@us...> - 2004-10-22 04:39:35
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Jon thanks for replying, at least I can talk to someone here.I was going to use Reiser4 on my new AMD64 machine but its not stable on x86 or AMD64. It would of been a real pain in the ass to get it working so I decided not to. http://namesys.com/ is the offical Reiser web page. It might be a little tricky to get the source. It seems its only in the mm kernel source, I only use vanalla. Id love to look at the Doom3 SDK but its all in an exe and I dont have wine on here. The installer complains my win version is wrong with cedega on my laptop. I might need someone to tar it and send it to me. Anyway Im fine with everyone basing there code off of other peoples code just give credit and dont copy. I really want to get this thing moving but I need you guys to tell me whats going on with your stuff. We could start going the fun stuff as soon as level 0 is finished. Anyway im starting the audio engine reading stuff. PLEASE tell me whats going on even if your busy and havnt worked on it at all at least tell me that. Lee jo...@gm... wrote: >Sorry, I've been working a lot so I haven't had a lot of time to work >on the memory management. But I have gotten a few ideas in the >meantime. > >I was looking into Reiser4. It seems FAST, VERY fast. Maybe we could >use this to represent the internal file system. It uses a (new?) >binary tree algorithm that totally pwns other file systems in >performance. > >Also, the Doom 3 SDK has some nifty memory management code (Heap.h and >Heap.cpp in idLib). I might incorporate some of Carmack's ideas. >Download the SDK (ftp.idsoftware.com/idstuff/doom3/source/) and check >it out. > > >------------------------------------------------------- >This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >Use IT products in your business? Tell us what you think of them. Give us >Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >http://productguide.itmanagersjournal.com/guidepromo.tmpl >_______________________________________________ >Nuclear-Development mailing list >Nuc...@li... >https://lists.sourceforge.net/lists/listinfo/nuclear-development > > > > > |
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From: <jo...@gm...> - 2004-10-20 12:59:15
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Sorry, I've been working a lot so I haven't had a lot of time to work on the memory management. But I have gotten a few ideas in the meantime. I was looking into Reiser4. It seems FAST, VERY fast. Maybe we could use this to represent the internal file system. It uses a (new?) binary tree algorithm that totally pwns other file systems in performance. Also, the Doom 3 SDK has some nifty memory management code (Heap.h and Heap.cpp in idLib). I might incorporate some of Carmack's ideas. Download the SDK (ftp.idsoftware.com/idstuff/doom3/source/) and check it out. |
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From: Lee T. <nu...@us...> - 2004-10-15 03:55:32
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Im really eagar to start coding the audio engine but I am afriad to start because I wont be able to implement the level 0 code!!! Were is everyone with this code??? Ill start researching and playing with some stuff but we really need this. If your having trouble with CVS just drop an e-mail. I really have to read the CVS mans this weekend so I can upload my stuff. Lee |
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From: Balee <ova...@fr...> - 2004-10-13 06:29:18
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Yeah, OpenAL is good&easy. We just need a function like void Nuke_PlayAudio(char * fname, vec3_t pos) and the audio part is done(ok, i know it's more difficult but OpenAL makes 3D sounds easy). Now i'm learning usage of ARB_vertex_shader & ARB_fragment_shader and trying some to use visual effects like with them and with particle systems to make some cool shadows, mirrors, rain, fog, fire, clouds, smoke, bump-mapping, etc effects. Renderer Monkey rules :) ps: sorry for my english but my last langue exam was in 2001 so i don't practise grammar, etc :) "Master, how do you experienced the enlightment?" "Before I enlighted, programs were just programs and variables were just variables. When i started to enlight, programs were relations and variables were projections." "And Master, after the enlightment, what was the program, what was the variable?" "Look that beautiful flower there" - said the Master. |
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From: Lee T. <nu...@us...> - 2004-10-13 04:13:48
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I am going to start work on NuclearSound using the OpenAL API. What is going on with everyone. No one is saying anything!!!! I know everyone is busy with school/work but you could at least say something!!! Lee |
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From: Lee T. <nu...@us...> - 2004-10-05 04:21:36
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I am really leaning towards OpenAL for the audio API if anyone has any comments please post them. I havnt heard from people in awhile how is everyone doing? Lee |
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From: Lee T. <nu...@us...> - 2004-10-04 11:41:57
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Well we should have quite a few people working on the graphics engine seeing as how it is such a major part of the hole SDK. I put SDL up as a suggestion, we really need to discuss what we are going to do and how we are going to do it. We should focus mainly on the level 1 code for planning now and only bring up future things if need be. The ideas that Balee brought up did seem very good though. I might start the audio engine on my own and let you guys do the graphics engine. The audio stuff seems pretty easy and the graphics seems much more complex. Anyway post your ideas and how your doing on the code your working on. Lee Balee wrote: > after the level 0 code finished, i can do the graphics > core(i dont like SDL) and some stuff to manage with pixel > and vertex shaders(ARB_VERTEX_PROGRAM and stuff, i dont want > to make it ati or nvidia specific for now, and maybe i could > add some 3dnow! and SSE code(i can't add SSE2 cuz i cant > test it)) > > after the graph core finished, we can think bout space > partitioning, etc > but if we'll use Quake formats then BSP will be far > enough(but i prefer large rooms too so we could invent > something to handle with them too) > > oh and i could make some quake-style scripting langue(but a > bit more difficult, something like a programming langue) i > just need some memory, string and file management to do that > > oh, bout the level 0 code: we should use some debug > functions in the nodebug part too cuz the most of the bugs > comes after the optimisation. i mean check empty strings, > null pointers, etc in nodebug too. > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out > more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Nuclear-Development mailing list > Nuc...@li... > https://lists.sourceforge.net/lists/listinfo/nuclear-development > > > > > |
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From: Balee <ova...@fr...> - 2004-10-01 08:57:30
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after the level 0 code finished, i can do the graphics core(i dont like SDL) and some stuff to manage with pixel and vertex shaders(ARB_VERTEX_PROGRAM and stuff, i dont want to make it ati or nvidia specific for now, and maybe i could add some 3dnow! and SSE code(i can't add SSE2 cuz i cant test it)) after the graph core finished, we can think bout space partitioning, etc but if we'll use Quake formats then BSP will be far enough(but i prefer large rooms too so we could invent something to handle with them too) oh and i could make some quake-style scripting langue(but a bit more difficult, something like a programming langue) i just need some memory, string and file management to do that oh, bout the level 0 code: we should use some debug functions in the nodebug part too cuz the most of the bugs comes after the optimisation. i mean check empty strings, null pointers, etc in nodebug too. |
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From: Lee T. <nu...@us...> - 2004-09-29 04:29:07
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It seems that we might be near the start of coding the actual graphics engine. While the level 0 code is being finished up I think we should start talking about the graphics engine. We should keep the graphics engine in OpenGL since it is the most portable graphics lib and is supported by all graphics cards and all major OSs. We might want to use SDL since it does alot of the low level stuff, like creating windows and things for you. It also does sound, timers events, and video. We also should have a pretty big image(png, jpg, bmp, tga, ect) support. We may have to do some research into how different game formats do things, like shaders in order to know what to include in the rendering engine. Anyway I know everyone is busy so dont feel rushed, but I just want to keep things going, its been kina quite. Lee |
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From: Lee T. <nu...@us...> - 2004-09-28 03:55:41
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We made the frame its in the mailing list but ill repost it here.
0. C/C++ Stuff
1. Memory Manager (CMemory) - Jon
2. String Manipulation (CString) - Me
3. Factories (CFactory) - Steve
4. Templated util classes
1. Linked list (CLL) - Me
2. Queues (CQueues) - Steve
3. Simple memory constructs (CMConstructs)
1. Major Engine
1. Graphics Engine using OpenGL (NuclearGraphics)
2. Sound engine using OpenAL (NuclearSound)
3. Network Engine (NuclearNetwork)
2. Plugins
1. Map plugin engine (CMapPlugin)
2. Model plugin engine (CModelPlugin)
3. Shader plugin engine (CShaderPlugin)
3. Game Support
1. Quake III, Quake II, Half-Life BSP/map support (NuclearBSP)
2. Shader (CShader)
3. Quake III MD3/model support (NuclearMD3)
4. Quake II MD2/model support (NuclearMD2)
5. Half-Life MDL/model support (NuclearMDL)
6. More game support to be added in the future
4. Game
Can everyone please post there status? If your not currently working on
something we still need someone to do CMConstructs. If you think of
something we dont have in level 0 that we should hurry up and post what
we need and why so we can get it in. Soon we will start working on level
1, thats when the fun beings.
Lee
Balazs Ovari wrote:
> err, before we set tasks, shuldn't we make some design docs, UML, etc
> 'bout how about we start?
> or are there any? because i would like to do something in the project
> but i dunno what to do
>
>
>
> .
>
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From: Lee T. <nu...@us...> - 2004-09-27 04:46:44
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How is development comming along? I havnt heard from anyone. I really would like to know how you guys are doing. Lee |
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From: Lee T. <nu...@us...> - 2004-09-22 04:51:24
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If your done with your code please commit them to CVS and post here when you have. Ill send in all my stuff as soon I get the time to read the CVS docs. If your code requires anyone else to change anything please tell us that also. If you are having any problems please post, maybe someone can help. It seems like soon we will be done with level 0 and can move onto level 1. Once everyone is finished we can start dicussing how to do level 1. I am going to research some sound and networking APIs we can use. Lee |
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From: Lee T. <nu...@us...> - 2004-09-18 00:38:06
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CLL is done along with the example, ill try to commit it to CVS some time tonight. As for CString, what string functions are we going to need? I have a few, all functions I copied from my old code. Here is I have a function to kill white space, find a file name in a path, and take out part of a path. What else do we need? I have a feel this might be a thing we just add onto as we need it. Lee |
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From: timedout <tim...@th...> - 2004-09-15 12:52:03
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Hey, I finished the CQueue class , ill start the factories next. Do you wnat it in cvs? if so which module? and where in the dir layout? cheers Steve. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.760 / Virus Database: 509 - Release Date: 10/09/2004 |
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From: Balee <ova...@fr...> - 2004-09-15 08:50:51
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sorry for my long silent period, but they kickin' my ass in school(from analisis, math, etc) so i didn't have time to use my PC now i'm ready for action Balazs Ovari |
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From: timedout <tim...@th...> - 2004-09-14 16:35:56
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Hey, k, ill start work on the Factories, Queues, and Simple memory constructs. steve. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.760 / Virus Database: 509 - Release Date: 10/09/2004 |
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From: Lee T. <nu...@us...> - 2004-09-14 05:09:54
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I was just about to write a similar e-mail. Currently im almost done with the linked list and string stuff. Im just cleaning up the code and commenting them(the examples) a bit more. Sorry I havnt been intouch with you guys the last few weeks. I got a new computer then I started school. Ill post my code into CVS when im done with it and post here to tell you. Please post what all of your current status is just so we all know. I know that Jon has hit a bump in the road and is currently reseraching the best way to do the memory manager. We still need someone to do the Factories, Queues, and Simple memory constructs. Steve do you think you could do one? I know we will have to rewrite some code to implement the Factories and memory manager but at least we can get the ball rolling. Thanks Lee |
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From: timedout <tim...@th...> - 2004-09-13 17:13:24
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Hey guys, wondered whats been going on, its been real quiet of late. cheers Steve. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.760 / Virus Database: 509 - Release Date: 10/09/2004 |