tuxkart-devel Mailing List for Tux Kart (Page 22)
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From: Steve B. <sjb...@ai...> - 2004-06-29 10:57:30
|
(CVS commit emails don't seem to be working...Doh!) I've just committed a bunch of changes to make TuxKart able to render 1, 2 or 4 views of the track at once. (Use the num-players GUI widget to select how many). It's nowhere near finished yet - but I've had enough for tonight and it's still playable - so I committed it anyway. Known issues for me to fix tomorrow night: 1) It needs some kind of a line between the windows to break up the graphics somewhat. 2) The status displays are not changed yet - so you can only see player zero's bonuses - and things like the map have to be moved and/or shrunk. 3) You can still only control one kart right now. I played a bit with the fields of view to try to keep things reasonably large on the screen in the more split up modes. It's always a compromise between field of view and size of objects, so in the 4-way split, your field of view is a little smaller than usual but your cart isn't a fly-speck on the screen. In the 2-way split, your horizontal field of view is wider than usual but the vertical field of view is cut down a bit. There are serious problems with three or four people sharing a keyboard(!) - not just a matter of how many people you can sit in front of one keyboard - it's also a matter of this problem: http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html ...which is **nasty**. We could make it work with four joysticks (but who owns four joysticks?)...or two people using the keyboard, one the mouse and another the joystick. Dunno - maybe four player is pointless - but it's easy to do and handy for debugging AI characters. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Ryan F. <rf...@gm...> - 2004-06-29 09:21:30
|
On Mon, 28 Jun 2004 16:27:27 -0500, Steve Baker <sjb...@ai...> wrote: > Everyone who even THINKS about speaking against ODE should DEFINITELY > download a copy and try out the little 3 wheeled kart demo. *PLEASE* > give this a try. It's exceedingly compelling. Sorry.. I must be retarded.. where can I find the demo? :) -- Ryan |
From: Steve B. <sjb...@ai...> - 2004-06-29 08:47:10
|
Jacob Persson wrote: > I just join this list and I'm interested in working on the ai-system. Excellent! Welcome. Give me your sourceforge account name and I'll get you developer privilages. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Steve B. <sjb...@ai...> - 2004-06-29 04:28:40
|
(CVS commit emails don't seem to be working...Doh!) I've just committed a bunch of changes to make TuxKart able to render 1, 2 or 4 views of the track at once. (Use the num-players GUI widget to select how many). It's nowhere near finished yet - but I've had enough for tonight and it's still playable - so I committed it anyway. Known issues for me to fix tomorrow night: 1) It needs some kind of a line between the windows to break up the graphics somewhat. 2) The status displays are not changed yet - so you can only see player zero's bonuses - and things like the map have to be moved and/or shrunk. 3) You can still only control one kart right now. I played a bit with the fields of view to try to keep things reasonably large on the screen in the more split up modes. It's always a compromise between field of view and size of objects, so in the 4-way split, your field of view is a little smaller than usual but your cart isn't a fly-speck on the screen. In the 2-way split, your horizontal field of view is wider than usual but the vertical field of view is cut down a bit. There are serious problems with three or four people sharing a keyboard(!) - not just a matter of how many people you can sit in front of one keyboard - it's also a matter of this problem: http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html ...which is **nasty**. We could make it work with four joysticks (but who owns four joysticks?)...or two people using the keyboard, one the mouse and another the joystick. Dunno - maybe four player is pointless - but it's easy to do and handy for debugging AI characters. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Charles G. <ch...@ve...> - 2004-06-29 02:33:58
|
Grumbel has some good sketches online: http://pingus.seul.org/~grumbel/tmp/tuxkarts.jpg http://pingus.seul.org/~grumbel/tmp/tuxkarts2.jpg For Mozilla, I think he'd look better lying on his front, because then his tail would stick out behind the cart - remember the "from behind" mantra - which would also give him a good weapon (if you turn sharply the tail sideswipes people just behind and to the side). -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-06-29 01:21:59
|
Florian Over wrote: > - Magnet is unuseable. Its not that funny, to hang on the Wall, because on the > next driver on the other side. (esp. Math Class/ Bsods Battlement) Ah - yes. I could see how that could happen with very twisty tracks because the shortest distance to the nearest kart is through a wall. Yuk! > - Maps (Shifting Sands/Olivers Math Class) have wrong start line. Directly > after the start the counter jumps from (correct) Lap 1 to Lap 2 or Last Lap. Also true...and actually, probably related to the same issue. I'm guessing that what happens is that you are closer to a point on the 'centerline' of the adjacent section of track than you are to the centerline of the section you are supposed to be on. That could confuse the system about where you are on the lap. > - Check heights. When track is crossing, the kart crashs with the karts on the > lower or upper track. You crash with nothing but air. :-( Hmmm - that's something I wouldn't have expected. I'll look into it. > - change camera up/down when driving down or up. > I like to see the kart. :-) (Also when i drive a hill down) Yep. Not exactly a bug - but definitely a desirable feature...I want to add other camera positions too. > - My Favourite Bug: > the Maluse/bonus must be set back, when restart the race. Oh - it forgets that you already have a rocket or something when the game resets? That should be EASY to fix. I'll look at it ASAP. > Also the big Fish in the Middle. ...yep. Same thing. The whole idea of representing the 'track' to the system as a single centerline is *the* problem here. It's also the reason that the AI code occasionally gets confused about whether it's going over or under a bridge. This makes Gown's Bow completely unplayable for example. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Ingo R. <gr...@gm...> - 2004-06-28 23:59:46
|
Ingo Ruhnke <gr...@gm...> writes: > Some crude Kart sketches: > > http://pingus.seul.org/~grumbel/tmp/tuxkarts.jpg Some more: http://pingus.seul.org/~grumbel/tmp/tuxkarts2.jpg -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: pmb <phi...@vi...> - 2004-06-28 22:22:07
|
> Like I said - you should try the ODE kart demo before passing judgement. I did try it. I was really convinced for a 350 line program. However, when the speed was too high, it would not turn correctly. There was also a Falling object example, witch I liked really realistic. It could be used to make a falling rock effect, like in certain map, exaple: Near a volcano, there is falling rocks, it would be realistic. |
From: Ricardo C. <ri...@ae...> - 2004-06-28 22:14:59
|
Hi Steve, Please, do a favor to all of us: stop writting so much! :) Em Segunda, 28 de Junho de 2004 22:08, o=20 tux...@li... escreveu: > Content-Type=3Dmessage/rfc822 > Content-Description=3Dembedded message > Date: Mon, 28 Jun 2004 07:47:10 -0500 > From: Steve Baker <sjb...@ai...> > To: =A0t...@li... > Subject: Re: [TuxKart-devel] Re: Tuxkart-devel digest, Vol 1 #36 - 8 msgs > Reply-To: tux...@li... > > Ricardo Cruz wrote: > > =A0I don't agree with this. > > =A0Why not making it like any other Karts game? Each characters has its > > level of difficulty. > > They don't *all* work that way. =A0MarioKart'64 has an 'engine size' > selection (50cc, 100cc, 150cc IIRC) - what this changes is the game > difficulty - in a number of subtle ways...however, all of the characters > are present in all of those 'difficulty' levels. > > As I recall, the Crash Bandicoot kart game has difficulty too (I'll have = to > dust off our aging Playstation to find out). > I haven't say that there shouldn't be any generic difficulty value. I agre= e=20 with that, that adds replay value. I just said that characters should also have their own difficulty. This wa= y,=20 each kart that you pass through will get harder. And to get into the 1st=20 place, you would have to be really good. > Anyway - this is our game - and we get to choose how to do it. > > The problem with each character having a hard-wired difficulty level is > that we'd have to make a LOT more characters. =A0If you want 'easy' 'medi= um' > and 'hard', you'd need (at a minimum) four characters at each level > otherwise the beginner doesn't have four easy characters to race with - a= nd > the experienced guy doesn't have four difficult characters to choose from. > > That would force us to build at least 12 characters - but even having done > that, we still gave the player very little choice about who to race at > any given level of challenge. > I think 12 characters is too much. But 8 is a must, at least for a challen= ge=20 mode. > If we put 'difficulty' factors into the game in other ways that don't > require us to change the Kart graphics each time - then there can be > more characters available at each stage (although we might want to make > some of them 'unlockable' so you have to work in order to play them). > > We can change the abilities of the karts at different levels by changing > some constants in the code - speed, accelleration, cornering ability, etc. > We can also (in principle) change the skill level in the AI to do that. > > This isn't unreasonable - after all, our human player's abilities > improve with practice - why shouldn't our game characters get better as > time goes on? > Well, that's a good idea. :D Ricardo > I strongly suspect that it's going to be hard to make even 12 > character/kart models that look good...so as a purely practical matter, I > think difficulty has to lie outside of character selection. =2D-=20 In science it often happens that scientists say, 'You know that's a really good argument; my position is mistaken,' and then they actually change their minds and you never hear that old view from them again. They really do it. It doesn't happen as often as it should, because scientists are human and change is sometimes painful. But it happens every day. I cannot recall the last time something like that happened in politics or religion. -- Carl Sagan, 1987 CSICOP keynote address |
From: Florian O. <ig...@gm...> - 2004-06-28 22:13:41
|
Hi, i read a lot about new Characters / Kart Modells, and the physic engine. I played Tuxkart a lot the last days. Following Bugs are very disturbing: - Magnet is unuseable. Its not that funny, to hang on the Wall, because on the next driver on the other side. (esp. Math Class/ Bsods Battlement) - Maps (Shifting Sands/Olivers Math Class) have wrong start line. Directly after the start the counter jumps from (correct) Lap 1 to Lap 2 or Last Lap. - Check heights. When track is crossing, the kart crashs with the karts on the lower or upper track. You crash with nothing but air. :-( - change camera up/down when driving down or up. I like to see the kart. :-) (Also when i drive a hill down) - My Favourite Bug: the Maluse/bonus must be set back, when restart the race. Also the big Fish in the Middle. IMHO other things are not so important. Florian |
From: Ricardo C. <ri...@ae...> - 2004-06-28 22:06:27
|
Those characters just rock! :) I just didn't like the Mr. Ice Block. Don't think it fits in the game... W= hat=20 about a polar bear? It's from Antarctica as Tux... Cheers, Ricardo Em Segunda, 28 de Junho de 2004 22:08, o=20 tux...@li... escreveu: > Content-Type=3Dmessage/rfc822 > Content-Description=3Dembedded message > To: tux...@li... > From: Ingo Ruhnke <gr...@gm...> > Date: Mon, 28 Jun 2004 16:20:28 +0200 > Subject: [TuxKart-devel] Some crude Kart sketches > Reply-To: tux...@li... > > > Some crude Kart sketches: > > http://pingus.seul.org/~grumbel/tmp/tuxkarts.jpg > > -- > WWW: =A0 =A0 =A0http://pingus.seul.org/~grumbel/ > JabberID: gr...@ja... > ICQ: =A0 =A0 =A059461927 =2D-=20 A clever prophet makes sure of the event first. |
From: Ricardo C. <ri...@ae...> - 2004-06-28 22:05:53
|
Just to point out that a lot of special effects and crazy stuff doesn't ma= ke=20 the game necessarily fun. Anyone knows Skunny Kart? :) I would be more than happy if Tux Kart would be as fun as it was. Graphics= =20 were rude, but the game elements, just give it a great gaming experience. btw. would be cool if players would look at sides, when turning and stuff. = :) Ricardo Em Segunda, 28 de Junho de 2004 22:08, o=20 tux...@li... escreveu: > Content-Type=3Dmessage/rfc822 > Content-Description=3Dembedded message > Date: Mon, 28 Jun 2004 09:41:05 -0500 > From: Steve Baker <sjb...@ai...> > To: =A0t...@li... > Subject: Re: [TuxKart-devel] Some crude Kart sketches > Reply-To: tux...@li... > > Ingo Ruhnke wrote: > > Some crude Kart sketches: > > > > http://pingus.seul.org/~grumbel/tmp/tuxkarts.jpg > > Wilder!! =A0More over-the-top! > > Look at our competition: > > http://www.sjbaker.org/tmp/tuxkart/ =2D-=20 A farmer is a man outstanding in his field. |
From: Jacob P. <st...@ap...> - 2004-06-28 21:50:04
|
I just join this list and I'm interested in working on the ai-system. |
From: Steve B. <sjb...@ai...> - 2004-06-28 21:40:51
|
pmb wrote: > I vote not to use ODE. We don't need all that complexity. I think we > should work on adding some kind of basic physics game functions to PLIB, > it would be sooo great. I'm not 100% behind ODE - but complexity isn't the problem. There isn't much complexity in the INTERFACE to ODE - it wouldn't add much code. There is vast complexity INSIDE ODE - but we don't care much about that. The car simulator I tried (and failed) to make work with ODE needed about 200 lines of code to interface to ODE. The ODE demo program for a 3 wheeled kart is about 350 lines in total - including graphics interface, user interface, etc. A home-made physics module would certainly be more than 350 lines of code. The present (really crappy) physics for TuxKart is about that size already! The problems with ODE in my case were all with the tuning of parameters in ODE using 'real world' numbers from real cars. I could have made a car that behaved itself much more easily - but I *needed* to input real spring parameters, real dimensions, real masses and hard-to-obtain things like rotational intertia coefficients. For a Kart simulator, we could take the parameters from the ODE demo and tweak them a bit. Like I said - you should try the ODE kart demo before passing judgement. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Steve B. <sjb...@ai...> - 2004-06-28 21:29:05
|
Here is a document I've been writing that you guys might find useful. I plan to check it into the doc tree and keep it updated for the future. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: pmb <phi...@vi...> - 2004-06-28 21:27:44
|
I vote not to use ODE. We don't need all that complexity. I think we should work on adding some kind of basic physics game functions to PLIB, it would be sooo great. Just my opinion. |
From: Steve B. <sjb...@ai...> - 2004-06-28 21:25:09
|
Ryan Flegel wrote: > Well, I think we should decide soon whether or not we should use ODE. Good idea! > Time to vote. And by "vote" I'm mean "discuss until almost everybody > is leaning the same way" :) Yes - that's the way to proceed. Votes are for tie-breakers. > I'll toss in my vote: > > I don't think we should use ODE. No one here seems to know it, meaning > it could take a *long* time (a lot longer than estimated) just to get > it up-and-running. I've played with it enough to know that it's not too hard to integrate. The demo programs are pretty easy to understand and the API is very simple. The tricky things that make me wonder whether it's the right thing or not are: 1) Collision detection. Should we use ODE's collision detection? If not, how hard is it to integrate PLIB's collision detection scheme? ODE can use external collision checks. 2) Parameter 'tweaking'. How hard will it be to adjust friction, spring stiffness and damper coefficients to make the karts behave 'nicely'. 3) Tyre dynamics are hard. They are hard for non-ODE approaches too. These are worrysome things - but if we made it work, the results would be amazing. Everyone who even THINKS about speaking against ODE should DEFINITELY download a copy and try out the little 3 wheeled kart demo. *PLEASE* give this a try. It's exceedingly compelling. > Also, TuxKart's physics don't seem like they will be too complicated > that they will need an engine the size of ODE. Current physics seem > not bad as they are, we just need a few new features like sliding, > etc. Well - yes. The results certainly won't be as nice as ODE. (Try the kart demo!!!) But it may be easier to put together and be more controllable in the end. Did I mention that you should try the demo? ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Steve B. <sjb...@ai...> - 2004-06-28 21:06:38
|
Charles Goodwin wrote: > I like Beastie and the Mozilla dinosaur name?). Mozilla *is* the name of the Dinosaur. Type "about:mozilla" into Mozillas' URL box... In some older versions, after you did that, the Mozilla logo in the top-right corner of the browser would start animating - breathing fire, etc. It doesn't seem to have that 'easter egg' in the latest version. > I think that Beasties > has the potential to be full of character - he could have a special move > of prodding with his pitch fork. Yes - also there is a good fire motif there. > Another good one could be a GNU based character, although obviously you > would want a more appropriate name. He'd look interesting from behind > with his big horns. Yeah - I guess so. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Steve B. <sjb...@ai...> - 2004-06-28 21:02:31
|
Ingo Ruhnke wrote: > Steve Baker <sjb...@ai...> writes: > >>http://www.sjbaker.org/tmp/tuxkart/ > > Looks like its currently 'down' (Connection refused). Yeah - sorry - we had an *ENORMOUS* storm down here - it took out our power so the server was down most of the morning. Try again now. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Steve B. <sjb...@ai...> - 2004-06-28 21:00:43
|
Ricardo Cruz wrote: > Other characters suggestions: Hypothamus, Oh - yeah the square on the Hypothamus is equal to the sum of the squares on the other two sides - right? :-) > Shark, Octupus, Girafe, Crocodile. I think we could do something interesting with an Octopus. ---------------------------- 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 -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Ryan F. <rf...@gm...> - 2004-06-28 20:40:48
|
Well, I think we should decide soon whether or not we should use ODE. Time to vote. And by "vote" I'm mean "discuss until almost everybody is leaning the same way" :) I'll toss in my vote: I don't think we should use ODE. No one here seems to know it, meaning it could take a *long* time (a lot longer than estimated) just to get it up-and-running. Also, TuxKart's physics don't seem like they will be too complicated that they will need an engine the size of ODE. Current physics seem not bad as they are, we just need a few new features like sliding, etc. -- Ryan |
From: Caleb S. <gam...@gm...> - 2004-06-28 20:40:30
|
On Mon, 28 Jun 2004 19:58:32 +0000, Caleb Sawtell <gam...@gm...> wrote: > > On Mon, 28 Jun 2004 19:16:36 +0000, Charles Goodwin <ch...@ve...> wrote: > > > > Steve Baker wrote: > > > My view is that it"s pretty pointless to simply make up a character > > > off the top of our heads (assuming we can do that convincingly) - when > > > there are so many OpenSourced characters out there already. > > > > > > Beastie seems to me to have a lot of milage because he"s a devil with a > > > pitchfork - which is interesting graphically - and has all the > > > associations of fire and lava and stuff - which always looks good in > > > game levels. > > > > > > I think the Mozilla dinosaur is a good pick too. > > > > > > I think these would be great characters even if they WEREN"T OpenSource > > > mascots, the fact that they *are* is just a little icing on the cake. > > > > > > What would everyone else like to see? > > > I had an Idea for geeko what about a pinkish Ball with a nose, > glasses, feet etc?? http://berty.dyndns.org/~caleb/tuxkart/geeko.png http://berty.dyndns.org/~caleb/tuxkart/geeko.blend > > > > > > > I like Beastie and the Mozilla dinosaur name?). I think that Beasties > > has the potential to be full of character - he could have a special move > > of prodding with his pitch fork. > > > > Another good one could be a GNU based character, although obviously you > > would want a more appropriate name. He'd look interesting from behind > > with his big horns. > > -- > > - Charlie > > > > Charles Goodwin <ch...@ve...> > > Online @ www.charlietech.com > > > > ------------------------------------------------------- > > This SF.Net email sponsored by Black Hat Briefings & Training. > > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > > digital self defense, top technical experts, no vendor pitches, > > unmatched networking opportunities. Visit www.blackhat.com > > _______________________________________________ > > Tuxkart-devel mailing list > > Tux...@li... > > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > > > |
From: Caleb S. <gam...@gm...> - 2004-06-28 19:58:33
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On Mon, 28 Jun 2004 19:16:36 +0000, Charles Goodwin <ch...@ve...> wrote: > > Steve Baker wrote: > > My view is that it"s pretty pointless to simply make up a character > > off the top of our heads (assuming we can do that convincingly) - when > > there are so many OpenSourced characters out there already. > > > > Beastie seems to me to have a lot of milage because he"s a devil with a > > pitchfork - which is interesting graphically - and has all the > > associations of fire and lava and stuff - which always looks good in > > game levels. > > > > I think the Mozilla dinosaur is a good pick too. > > > > I think these would be great characters even if they WEREN"T OpenSource > > mascots, the fact that they *are* is just a little icing on the cake. > > > > What would everyone else like to see? I had an Idea for geeko what about a pinkish Ball with a nose, glasses, feet etc?? > > I like Beastie and the Mozilla dinosaur name?). I think that Beasties > has the potential to be full of character - he could have a special move > of prodding with his pitch fork. > > Another good one could be a GNU based character, although obviously you > would want a more appropriate name. He'd look interesting from behind > with his big horns. > -- > - Charlie > > Charles Goodwin <ch...@ve...> > Online @ www.charlietech.com > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > |
From: Charles G. <ch...@ve...> - 2004-06-28 19:16:08
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Steve Baker wrote: > My view is that it"s pretty pointless to simply make up a character > off the top of our heads (assuming we can do that convincingly) - when > there are so many OpenSourced characters out there already. > > Beastie seems to me to have a lot of milage because he"s a devil with a > pitchfork - which is interesting graphically - and has all the > associations of fire and lava and stuff - which always looks good in > game levels. > > I think the Mozilla dinosaur is a good pick too. > > I think these would be great characters even if they WEREN"T OpenSource > mascots, the fact that they *are* is just a little icing on the cake. > > What would everyone else like to see? I like Beastie and the Mozilla dinosaur name?). I think that Beasties has the potential to be full of character - he could have a special move of prodding with his pitch fork. Another good one could be a GNU based character, although obviously you would want a more appropriate name. He'd look interesting from behind with his big horns. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Ingo R. <gr...@gm...> - 2004-06-28 18:23:11
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Steve Baker <sjb...@ai...> writes: > http://www.sjbaker.org/tmp/tuxkart/ Looks like its currently 'down' (Connection refused). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |