Re: [TuxKart-devel] GUI
Status: Alpha
Brought to you by:
sjbaker
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From: Steve B. <sjb...@ai...> - 2004-06-30 02:13:36
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Robert Kooima wrote:
> I do feel that joystick control of the GUI is a significant thing,
> especially since joystick control is the primary mode of game
> interaction. It seems hackish to have to reach for the mouse to
> select a level. Is this an issue we can address within PUI?
Yes - easily - although I've never seen a game that did that.
PUI doesn't read input devices itself - it relies on the
application to pass on mouse or keystrokes. PLIB's Joystick
routines are entirely separate - so it would be a snap to
pass joystick events and positions into the PUI widget tree
in order to make it run.
We could even make it so that either joystick *or* mouse
would work - or both together.
But I'm still suprised you'd think that was important.
> Certainly a great deal of GUI work needs to be done, yes?
> Configuration, high score lists, etc? Are these on the ToDo list?
Yes. 'A great deal of GUI work' would be something like the application
that our principle PUI maintainer wrote - I havn't seen it - but I'm
told it has over 150 'pages' of GUI widgets!
> Great, as I'd like to help I offered to take on GUIs because GUI work
> is mundane and boring and I expected it to fall by the wayside as
> people clambered to do sexy stuff like physics, graphics, and AI.
> Where would you like me to contribute?
Well, I think we have a couple of AI volunteers. Graphics is mostly
to do with:
1) 3D model building - if you can handle Blender or have AC3D - then
there is an endless pit of 3D models for karts, tracks, decoration
(trees, carniverous plants, squirrels in trees, dancing mushrooms,
*ANYTHING* that you could imagine in a 'cute' game).
Anyone who can model needs to model.
2) Special effects - smoke, flame, animation, sparks, rocket trails,
...anything we can add in the realm of eye-candy. This is programming
PLIB/SSG's particle systems - plus putting together some textures to
stick onto the particles.
3) *PERHAPS* we need a better way to get models from Blender into the game.
We kinda sorta have a physics volunteer - I think we'll need two physics
people - one for dynamics and one for collision detection.
There will be a big pile of integration bits to glue everything
together. I kinda suspect that should be my job (because I know
the software better than anyone - I'd rather be doing some of the
fun stuff).
---------------------------- Steve Baker -------------------------
HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...>
HomePage : http://www.sjbaker.org
Projects : http://plib.sf.net http://tuxaqfh.sf.net
http://tuxkart.sf.net http://prettypoly.sf.net
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