tuxkart-devel Mailing List for Tux Kart (Page 25)
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From: Ricardo C. <ri...@ae...> - 2004-06-27 20:48:31
|
Hey there, I noticed that TuxKart doesn't make a very smart checking where it is placed. Just looks at local dir, up dir and system chunk (/usr). Smarter location checking would be: - asking proc for the binary directory; - look at the way the binary was executed - won't be able to get the location for symlinks. An implementation of the last one is here: http:// By the way, using chdir() is kinda of ugly. What about having a global string? Best fix, however, would be to make Linux file manager to execute binaries from their own dir. Cheers, Ricardo (blacksheep from Linux Game Tome) -- I've spent almost all of my life with highly intelligent men. They're not like other men. Their spirit is great and stimulating. They hate strife; indeed they reject it. Their inventive gifts are boundless. They demand devotion and obedience. And a sense of humor. I happily gave all of this. I was lucky to be chosen and clever enough to understand them. -- Marlene Dietrich, on her friendship with Ernest Hemingway |
From: Steve B. <sjb...@ai...> - 2004-06-27 20:08:31
|
Bram Stolk wrote: > What is this GoTM you speak of? There is a kindof a project over on the HappyPenguin forums (http://happypenguin.org/) where everyone votes on a "Game of The Month" (GoTM). The game that's picked is supposed to be a promising game that just never got "finished" for one reason or another. The idea is that people there believe this game could be kicked into shape with a couple of month's intensive help by a loosely bound group of developers who hang out over there. Well, it now looks certain that TuxKart is the game that will be picked this month. The voting doesn't formally end until Thursday IIRC - but TuxKart has something like 95% of the votes...and people are already talking about what has to be done. So - the sudden burst of activity here is a direct result of that...expect it to last a couple of months and then tail off sharply. It'll be interesting to see where this goes! ---------------------------- 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: Caleb S. <gam...@gm...> - 2004-06-27 20:04:45
|
On Sun, 27 Jun 2004 03:49:43 -0500, Steve Baker <sjb...@ai...> wrote: > > (Cross-posted to HP Game of The Month - because I don't think everyone > is over here yet). > > Someone posted a new BSOD-kart model to that forum...here were my > comments: > > caleb256 wrote: > > > ok I have made a bsod needs to be textured (can't find his texture :/ ) > > http://berty.dyndns.org/~caleb/tuxkart/bosd.ac > > http://berty.dyndns.org/~caleb/tuxkart/bosd.blend > > As I said before, Karts are pretty much only seen from the rear end. It > is UTTERLY imperative that artists think about that as they work. > > This kart looks *identical* (because it is) to Grumbel's 'tuxkart4' - but > with a different driver. I don't think that's going to work. The four (or > hopefully many more) Karts have to be distinctive from the rear so you can > tell who is who. My original kart models - although crude and almost identical > vehicles - had the virtue that they showed off the driver very well - and > since the drivers were all very different, it was extremely easy to see who > was who from behind. Grumbel's kart has Tux sitting much lower (more like > a real GoKart than a cartoon-style thing) - which is OK so long as the other > karts are *WAY* different so we can tell who's who. I was thinking of the same thing. > > This kart has a *tiny* BSOD figure - whom you quite literally cannot see at > all from behind. > bah it was not very much of any thing just a cube with a blue face :D > Here is what I would build for a BSOD kart - I'd like to see a model of a > classic beige-box desk-side PC with CD-ROMs for wheels and the CD drive tray > opened up to make the seat-back. Take some liberties with real PC design by > putting the computer on it's side - it doesn't have to be a literally correct > portrayal - so long as it has recognisable elements of a PC, that's how people > will see it. However, turning things around allows the back panel of the to be > on the back of the Kart where we can see it. Plan to have some cables trailing > out fluttering in the breeze as though they were ripped away from whatever they > were connected to as the *evil* BSOD absconded with someone's PC. The CD-ROM > wheels can have 'TuxKart 1.0.0 Backup: 27th July 2005" textured onto them like > it was hand-written in magic marker. > > This fits the bill for what we need: > > 1) It's DISTINCTIVE from the rear...you can quite easily tell who it is even > when he's just a dozen pixels across out in the distance. > > 2) It's INTERESTING from the rear - fluttering cables, maybe with some animated > sparks coming out of them. Perhaps some flashing LED's and a spinning power > supply fan with little vortices coming out of it. Think: "Pointless eye-candy". > > 3) It's FUNNY/SILLY/CUTE - this is a fun game - not a serious/realistic game. > Think of outrageous things to make Karts out of. A computer on wheels is just > fine for this genre. > > 4) It fits the established CHARACTER of the 'person' driving it. BSOD is The Evil > Blue-screen-of-death -- the antipathy and arch-enemy of Tux. Stealing someone's > computer and turning it into a GoKart is exactly the kind of nasty thing we'd > expect him to do...so that's what he has to be doing. > > 5) It opens up the possibilities for 'special' attacks and defences - like if you > try to rear-end BSOD, you get electrocuted by the sparks from the trailing > cables. He could shoot CD-ROMs as weapons and get huge speedups from driving > over nVidia chips in the road on his own special levels. The players will > understand why this is immediately if the kart is a computer on wheels. If it's > a regular GoKart driven by what looks like a grey cube - it won't make *ANY* > sense at all. also how about if you use a magnet on him he goes mental and I was thinking he could the super attack MEGA LAG so that all the other players lag for 1-2 mins and he is fine :D well its just a thought and what are we going to do about geeko?? > > (I'm sorry to come over as negative on these contributions - I'm really VERY > appreciative of everyone's efforts - they are all food for thought - but it's no > good just to say "Wow - really good" and then quietly dump the graphic later - > because that doesn't achieve ANYTHING.) thats OK it was just a quick 10 min job. If you had said "Wow - really good" I would have been shock :O > > ---------------------------- 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----- > > ------------------------------------------------------- > 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: Steve B. <sjb...@ai...> - 2004-06-27 19:51:23
|
Looks like a lot of people from GoTM are already subscribed here, I think we should kick off with a more comprehensive ToDo List. Here is the ToDo from the TuxKart thread over on HP GoTM with more of my comments. Please chip in with suggestions (and volunteering): 1) Better kart dynamics (skidding, etc). I didn't think I needed that at the time - but enough people tell me it sucks without it that I have to agree. We talked some about using ODE physics for this...that seems possible. This is a concrete decision we have to take - we can't start off on one route and change our minds. Does anyone have much ODE experience? I've played with it (with mixed success). Either way, we want some variety in the Kart's handling - so we can vary the power, the tyre grip, etc, etc. 2) Better eye-candy (smoke puffs, skid marks, etc). This is fairly simple - the PLIB library supports particle systems and most of these things can be described that way. We need some hooks in the game engine to turn them on - and someone to paint some small textures for the particles themselves. Do we have any particle system gurus? I've done some work with them...but it's not like I don't have anything else to do here! 3) Improved collision detection (sometimes a kart will fall through a hole in the terrain) Two choices: If we go with ODE, it has it's own collision detection - although you can supply your own. Dunno if it's fast enough though. If we don't go with ODE - or if we don't want to use ODE's collision library - we can just try to fix whatever the bug is in the present system. I guess we need to work the ODE decision first. 4) More tracks, better 3D models in general...this game was designed for a graphics card that could draw maybe 1000 polygons at reasonable frame rates. Modern cards can to a thousand times more than that. We've had a couple of ideas for new models. Basically, we have three catagories of model: a) Characters and their GoKarts...we need (IMHO) at least six of these so that we don't have to run all the same characters in all of the races. b) Racetracks. Some of the present ones are OK "as is" - others need to be dumped or radically improved. I'd like to get a thread started with ideas for new tracks. c) Special effects, road hazards, weapons & collectibles. These tend to be quite easy to do...we just need a list. 5) Better enemy AI (OK - *some* enemy AI!) - at present, the enemy karts just steer to try to follow a curve laid down through the approximate center of the track.. Um - yes. Help! Who does good AI? 6) Split-screen Multiplayer maybe? MarioKart is a lot of fun in multiplayer - so TuxKart would be too. I can certainly handle this...in fact, I think I'll work this today. 7) Stuff like high score tables, option pages, action replay.... Yep. LOTS of annoying minor details here. Ability to select a player, ability to select a course using screenshots, ability to pick difficulty levels and show kart properties (eg Speed, Accelleration, Grip, Damage resistance). 8) An improved 'bridge' from Blender to '.ac' format. (or maybe a '.blend' loader for PLIB). It's not clear whether we have to improve TuxKart's handling of '.ac', improve Blender's exporter, or write an entire new '.blend' loader for AC3D. Comments please? 9) Shadows under the Karts, Environment mapping for shiney chrome exhausts, etc. I've already added simple spheremapping...it looks good on Grumbel's new kart. Shadows are very easy - but they have to track along the ground - I can do that easily. 10) Considering getting network play working. I checked the TuxKart code - and there is very minimal network code there, it'll need a complete rewrite I suspect. Probably we should leave this until/unless someone passionately wants to do it. ---------------------------- 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...> - 2004-06-27 19:40:12
|
Ingo Ruhnke wrote: > Steve Baker <sjb...@ai...> writes: > >>Character identifiability is CRUCIAL to these kinds of games. > > Yep, and therefore its important that the character has some kind of > personallity to identify them. MrLaptop and MrBSOD didn't had any kind > of personality, they looked just like poor tries to do a bit Microsoft > bashing, thats why we dumped them in SuperTux, there was just no way > one could relate to them. But how do you *start* a character with a personality? I'd like to know what process you'd like to use to try to get some kind of 'recognition' into these critters? If you have a better way - I'd truly like to hear it. However, simply tossing out somewhat established characters and putting in wholly new ones doesn't really acomplish very much. Characters don't have to be deep - it's not like I need to know their opinions or politics - but I DO need to know who the good guys are and who the bad guys are...who likes herring and who would be likely to shoot CD-ROMS. I didn't have anything to do with "Mr Laptop" - but BSOD is obviously a bad guy. Everyone knows that a Blue Screen of Death isn't a good thing...so he's obviously a bad guy. We know the attributes of a computer - so when we see him shooting CD-ROMs and getting benefits from driving over computer chips - we immediately understand what's happening. We have to have *SOMETHING* like that or else it's just random and meaningless. In any Mario game, you know that a tiny toadstool is an extra 'life' or a good guy whom you want to talk to instead of killing. Why a toadstool of all things?? I have no idea - but since this has been true in every Mario game since the very first, I don't need to ask, I don't need to RTFM...you know a LOT about the game from the get-go - and that makes it easier for the game designer to communicate with the end-user. Game players don't read manuals...you have to do SOMETHING to make that connection. >>BSOD was my idea - Gown came from that other game who's name I've >>forgotten, > > 'xtux' I think. Thanks - Yes, that was it. >>- and I can only guess that you didn't think it through. > > Well, there wasn't that much to think through, most characters sucked, > some names sucked, so we fixed that, plain and simple. Beside that I > simply doubt that the current character set has any much name > recognition yet, sure some geeks now them, but thats it. Neither > SuperTux, TuxAQFH or Tuxkart where at a stage where I would call them > playable back then. Go read some 'TuxKart' reviews out there. The game doesn't explicitly *say* what her name is unless you dig through the config files - but a lot of them mention her by name. I have a clipping someone sent me from a Japanese game magazine - I can't read any of the Japanese text in the review - except that I see the words "TuxKart", "Tux" and "Gown". Where did they find out that name? They must have seen it elsewhere and recognised her. Of course they *might* be saying "we can't pronounce 'Gown' so this game sucks"...I have no idea. >>See my previous argument for why this is stupid. You guys were >>undoing an awful lot of very carefully thought out work done by a >>lot more people than (probably) participated in your vote. > > Well, it wasn't really a vote, it was more that all people agreed on a > name chance and nobody was oposed to 'Penny'. Hardly a rational way to choose. >>We RESEARCHED Gown. > > It didn't seem to have worked much good, since the unpronounceability > of the name in many non-english languages didn't seem to have taking > into account. OK - I'll bite. Which languages had this problem? How did you figure out that 'Penny' was OK? How many languages did you survey? Where did you get in contact with all those native speakers in order to be sure that "Penny" doesn't mean "Stinking Pile of Dog Pooh" in Mongolian? Huge multinational corporations naming really important things like cars get this wrong all the time - I find it IMPOSSIBLE to believe that a few OpenSource developers were able to deduce this in any meaningful way. Be honest - someone didn't like the name - so without thinking carefully about it, you just changed it. I very much doubt that Penny is any better at all than Gown in every language that's widely spoken by Linux users. At least in English 'Gown' has mild humor value and it's memorable for that reason - and the vast proportion of Linux gamers must speak English because the overwhelming majority of Linux games are written only in English and never get translated into anything else. ---------------------------- 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: Bram S. <br...@sa...> - 2004-06-27 19:03:42
|
On Sat, 26 Jun 2004 22:20:25 -0500 Steve Baker <sjb...@ai...> wrote: > Things have been pretty quiet on this list - but it looks like > we are gonna get very busy very soon as GoTM'ers start arriving! What is this GoTM you speak of? Bram -- "For the costs of subsidized agriculture in the EU, we can have all 56 million European cows fly around the world. First Class." - J. Norberg |
From: Steve B. <sjb...@ai...> - 2004-06-27 18:57:22
|
Everyone who wants to work on the GoTM TuxKart effort will need developer access to CVS. Please let me have your sourceforge account names so I can turn this on. ---------------------------- 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...> - 2004-06-27 18:34:47
|
Steve Baker <sjb...@ai...> writes: > Character identifiability is CRUCIAL to these kinds of games. Yep, and therefore its important that the character has some kind of personallity to identify them. MrLaptop and MrBSOD didn't had any kind of personality, they looked just like poor tries to do a bit Microsoft bashing, thats why we dumped them in SuperTux, there was just no way one could relate to them. > If we invent a new character then nobody will know who the heck it > is, whether it's a good guy or a bad guy, whether it's a stumbling > idiot or a cunning tactician. Doesn't really matter in a Kart game if you know the characters or not, the 'cuteness' is quite a bit more important. > Now - if every OpenSourced game of the 'cute' genre goes off and > invents a new set of characters - we'll never build that set of > characters that people can identify. Well, maybe not, but I would prefer a wide range of different characters in different games anytime about seeing BSOD driving or walking around on my screen. > Did you notice that Mario originally had a blue hat and red shirt > rather than the red hat and blue shirt he always wears now? Do you > think that was a mistake or a carefully thought out design decision? > Read on... Design decisions on early-Mario were in large part done for technical reasons (limited number of colors, low resolutions and such). > BSOD was my idea - Gown came from that other game who's name I've > forgotten, 'xtux' I think. > It is extremely difficult to get 'name recognition' for your > characters, once you've got it, don't throw it away or screw it up. Name recognition requires that one has a recognizable name in the first place, thats why we dumped 'Gown'. There wasn't anybody that liked that name and in a lot of languages it was simply unpronounceable, thus not much recognizable. > It's MUCH better to pick a set that most players will recognise than it > is to invent a whole new set that nobody knows. Only if the set itself is any good. > I'm frankly horrified that you guys changed that in SuperTux...it was a > really bad tactical mistake IMHO Most of the players think different. > - and I can only guess that you didn't think it through. Well, there wasn't that much to think through, most characters sucked, some names sucked, so we fixed that, plain and simple. Beside that I simply doubt that the current character set has any much name recognition yet, sure some geeks now them, but thats it. Neither SuperTux, TuxAQFH or Tuxkart where at a stage where I would call them playable back then. > Certainly I'd like to see the BSD Daemon ('Beastie'), Mozilla, and > Wilbur (The GIMP) added to our set. Wilbur is difficult because he > doesn't have a body - which is the reason he's not in TuxKart right > now. I kind of have a strong dislike for just having driving software-logos, neither of them really has anykind of personality, beside that I don't think they mix all that well. > See my previous argument for why this is stupid. You guys were > undoing an awful lot of very carefully thought out work done by a > lot more people than (probably) participated in your vote. Well, it wasn't really a vote, it was more that all people agreed on a name chance and nobody was oposed to 'Penny'. > We RESEARCHED Gown. It didn't seem to have worked much good, since the unpronounceability of the name in many non-english languages didn't seem to have taking into account. > We carefully made her the same basic size and shape as Tux so that > in games where it matters, the game designer can have them fit > through the same sized doors and have them not look stupid when they > can jump the same height and run at the same speed...maybe share the > same 'bones' to cut down on the animation workload. Which would have been ok for a 'brother' character, but for a female character reusing almost the same body just doesn't work very well. > Gown *IS* called Gown - and hundreds of thousands of Linux gamers > know that. You can no more vote to change that than you could have > Nintendo change Mario's name to Bob. We didn't just changed the name, we basically started to create a new character. Current SuperTux doesn't even contain a picture how her, so the design is pretty much open for discussion. > or introduct the possibility that Tux is two-timing his faithful > companion of all these years. That in turn damages Tux's character - Not really, Mario has Princess Daisy and Princess Peace (in some countries called Toadstool) and nobody really seems to care. > which erodes the plot line Havn't yet seen a Tux game with something that is worth calling a 'plot-line'. > Please understand - Game design is a SCIENCE - these decisions are > things you arrive at after careful thought - not just on a whim when > you say "lets have a poll about this". Game Design should be art, not science, if we continue the route of Microsoft bashing and walking logos we are doomed to fail. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2004-06-27 15:04:14
|
Oh - I just remembered the other character. We used 'Clippie' the Microsoft dancing paperclip as another minor bad-guy character. In these days of lawsuits and Microsoft having finally 'noticed' Linux, that might be a bad idea. :-( ---------------------------- 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...> - 2004-06-27 14:59:24
|
Ryan Flegel wrote: > For SuperTux GotM we moved away from the geek-theme (ie, evil BSOD's) > and made it a little more "realistic" (you know, walking iceballs and > iceblocks :). I don't think that would be a bad idea for TuxKart to go > thise route either. There seems to be quite a few linux-geek-theme > games out there and to anyone new to linux (or that just doesn't get > the "joke") it may look kind of dumb or not make sense. Well, here's the deal. You need characters...things *with* character. Nintendo and Sony (and pretty much all the other 'cute' game companies) have spent billions working up their characters and getting them identifyable. There can't be many people who don't know who Mario is - and I'd be suprised if there were any games players who didn't know who Peach, Luigi, Wario and Bowser are. Do they feel that they need to replace their characters because they've used them too much? NO!! To the contrary - they even bring in characters that are over-used from other pantheons to expand the set. (Note the appearance of Pikachu, DonkeyKong, etc in their more recent games). Character identifiability is CRUCIAL to these kinds of games. If we invent a new character then nobody will know who the heck it is, whether it's a good guy or a bad guy, whether it's a stumbling idiot or a cunning tactician. In the Mario 'world', you know that if you choose DonkeyKong's kart, you'll have banana 'privilages' (DK doesn't skid on them like everyone else) - you also know that he's a big guy - so you aren't suprised that his heavy kart is harder to steer but better in collisions. You didn't need to RTFM to know that...you just knew it. Now - if every OpenSourced game of the 'cute' genre goes off and invents a new set of characters - we'll never build that set of characters that people can identify. Please don't come away with the idea that this was all an arbitary decision - it was all well-researched. It wasn't just me. Here is the history: So - we needed a set that everyone can use. When TuxAQFH, TuxKart, TuxRacer, SuperTux and ..some other one (I don't recall it's name) were being developed, the developers got together and thought carefully about these characters. Characters like Sonic, Mario, Crash Bandicoot, etc are CAREFULLY chosen and people write huge 'style guides' for their artists to work with. Did you notice that Mario originally had a blue hat and red shirt rather than the red hat and blue shirt he always wears now? Do you think that was a mistake or a carefully thought out design decision? Read on... BSOD was my idea - Gown came from that other game who's name I've forgotten, I wrote a letter to SuSE asking them if we could use their Camelion and if so, what was it's name? Their response was a resounding YES - and they ran a competition to choose the name ("Geeko" won - Susie came second). The original Gown was just a baby-blue version of Tux with pink eyes - she looked terrible. I emailed a bunch of sites dedicated to women in OpenSource (eg TuxChix) and asked them for their input on what Gown should look like. They suprised me by NOT wanting some kind of strong 'grrrl' image but almost universally wanted either the Foxxy character you can see on my Tux history page (http://www.sjbaker.org/tux) - but some cross between Minnie mouse and Daffy Duck. I played around a bit and Tux's girlfriend was born as a somewhat girl-shaped penguin in a red and white spotted mini-skirt and with a bow on her head (so you can tell her from Tux when she's in a GoKart!). Her beak is a little shorter and more rounded and her eyes are larger and blue instead of black. It is extremely difficult to get 'name recognition' for your characters, once you've got it, don't throw it away or screw it up. It's MUCH better to pick a set that most players will recognise than it is to invent a whole new set that nobody knows. I'm frankly horrified that you guys changed that in SuperTux...it was a really bad tactical mistake IMHO - and I can only guess that you didn't think it through. > I'm not saying that we *definitely* should get rid of the BSOD's > (after all, I think it fits a lot better into a racing game than into > a game like supertux), but I do think it's something we should think > about. Also, if we invent new characters (so we have 6-8), it gets > kind of repetitive when we have a bunch of boring geek stuff. We need to add characters - that's for sure. The only reason there weren't more in the original TuxKart was because I'm not a great artist and four were the minimum I could get away with! Certainly I'd like to see the BSD Daemon ('Beastie'), Mozilla, and Wilbur (The GIMP) added to our set. Wilbur is difficult because he doesn't have a body - which is the reason he's not in TuxKart right now. I chose not to do Beastie at the time because he absolutely requires a heck of a lot of polygons what with the trident and all. Mozilla wasn't the popular package it is now - and back then when it was still pronounced "Netscape", so I don't think people would have recognised the red dinosaur. > Also, Gown should be renamed to Penny :P Ok.. maybe not. We ended up > doing this in SuperTux because we found it sounded much nicer. > After a vote it won by a landslide (I'm pretty sure all votes went towards it > :) AAAAAAAARRRRRRGGGGGGHHHHHH!!!!!! See my previous argument for why this is stupid. You guys were undoing an awful lot of very carefully thought out work done by a lot more people than (probably) participated in your vote. We RESEARCHED Gown. We asked female gamers - who might want to hit the 'Play as Gown' button. We asked if they liked the name...they did. We cared less about what male programmers thought of the name than we did what female gamers thought. We carefully made her the same basic size and shape as Tux so that in games where it matters, the game designer can have them fit through the same sized doors and have them not look stupid when they can jump the same height and run at the same speed...maybe share the same 'bones' to cut down on the animation workload. We carefully made her the same basic colouration (requiring a change to the game that made her blue) because it's easier to tune the colours of the backgrounds when you know the colour of your characters. If Gown is blue - then levels with a blue sky in them will make it hard to see her. (That's why there are so few blue Nintendo characters). Notice that BSOD's blue screen has a white 'bezel' around it - so you can still see him clearly against a blue background - since he MUST be blue. Gown *IS* called Gown - and hundreds of thousands of Linux gamers know that. You can no more vote to change that than you could have Nintendo change Mario's name to Bob. What you have probably done is either confuse people who already know her name - or introduct the possibility that Tux is two-timing his faithful companion of all these years. That in turn damages Tux's character - which erodes the plot line of every other game that uses Tux-is-rescuing-Gown or Gown-is-rescuing-Tux. Changing her name (or appearance) is vandalism! Please understand - Game design is a SCIENCE - these decisions are things you arrive at after careful thought - not just on a whim when you say "lets have a poll about this". If the reasons BEHIND such a choice are not carefully discussed then the people doing the voting will make bad choices that you'll regret later on. Ack! ---------------------------- 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...> - 2004-06-27 09:26:07
|
On Sun, 27 Jun 2004 03:49:43 -0500, Steve Baker <sjb...@ai...> wrote: > Here is what I would build for a BSOD kart - I'd like to see a model of a > classic beige-box desk-side PC with CD-ROMs for wheels and the CD drive tray > opened up to make the seat-back. Take some liberties with real PC design by > putting the computer on it's side - it doesn't have to be a literally correct > portrayal - so long as it has recognisable elements of a PC, that's how people > will see it. However, turning things around allows the back panel of the to be > on the back of the Kart where we can see it. Plan to have some cables trailing > out fluttering in the breeze as though they were ripped away from whatever they > were connected to as the *evil* BSOD absconded with someone's PC. The CD-ROM > wheels can have 'TuxKart 1.0.0 Backup: 27th July 2005" textured onto them like > it was hand-written in magic marker. [snip] > 5) It opens up the possibilities for 'special' attacks and defences - like if you > try to rear-end BSOD, you get electrocuted by the sparks from the trailing > cables. He could shoot CD-ROMs as weapons and get huge speedups from driving > over nVidia chips in the road on his own special levels. The players will > understand why this is immediately if the kart is a computer on wheels. If it's > a regular GoKart driven by what looks like a grey cube - it won't make *ANY* > sense at all. For SuperTux GotM we moved away from the geek-theme (ie, evil BSOD's) and made it a little more "realistic" (you know, walking iceballs and iceblocks :). I don't think that would be a bad idea for TuxKart to go thise route either. There seems to be quite a few linux-geek-theme games out there and to anyone new to linux (or that just doesn't get the "joke") it may look kind of dumb or not make sense. I'm not saying that we *definitely* should get rid of the BSOD's (after all, I think it fits a lot better into a racing game than into a game like supertux), but I do think it's something we should think about. Also, if we invent new characters (so we have 6-8), it gets kind of repetitive when we have a bunch of boring geek stuff. I do think that "geeky" characters like the suse lizard or beastie, the BSD demon, would fit quite well into the game (for the same reason that tux does: they're things that work well when taken completely out of context). Also, Gown should be renamed to Penny :P Ok.. maybe not. We ended up doing this in SuperTux because we found it sounded much nicer. After a vote it won by a landslide (I'm pretty sure all votes went towards it :) Anyway.. off to bed. -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-06-27 09:06:54
|
On Sun, 27 Jun 2004 02:52:34 -0500, Steve Baker <sjb...@ai...> wrote: > > I think I've successfully enabled the option to send CVS commits > to the 'tuxkart-cvs' mailing list. > > It takes SourceForge a day or two to process a new mailing list, > so you may not be able to subscribe to it until maybe Monday > sometime. > > I should warn you that I'm a 'commit early, commit often' kind of > person - so there will be considerable traffic on that list when > we get going. Don't say I didn't warn you! Don't worry, the supertux cvs list was quite busy during it's peak times :) Also, commit early, commit often is the best way to go with multiple dev's -- Ryan |
From: Steve B. <sjb...@ai...> - 2004-06-27 08:48:40
|
(Cross-posted to HP Game of The Month - because I don't think everyone is over here yet). Someone posted a new BSOD-kart model to that forum...here were my comments: caleb256 wrote: > ok I have made a bsod needs to be textured (can't find his texture :/ ) > http://berty.dyndns.org/~caleb/tuxkart/bosd.ac > http://berty.dyndns.org/~caleb/tuxkart/bosd.blend As I said before, Karts are pretty much only seen from the rear end. It is UTTERLY imperative that artists think about that as they work. This kart looks *identical* (because it is) to Grumbel's 'tuxkart4' - but with a different driver. I don't think that's going to work. The four (or hopefully many more) Karts have to be distinctive from the rear so you can tell who is who. My original kart models - although crude and almost identical vehicles - had the virtue that they showed off the driver very well - and since the drivers were all very different, it was extremely easy to see who was who from behind. Grumbel's kart has Tux sitting much lower (more like a real GoKart than a cartoon-style thing) - which is OK so long as the other karts are *WAY* different so we can tell who's who. This kart has a *tiny* BSOD figure - whom you quite literally cannot see at all from behind. Here is what I would build for a BSOD kart - I'd like to see a model of a classic beige-box desk-side PC with CD-ROMs for wheels and the CD drive tray opened up to make the seat-back. Take some liberties with real PC design by putting the computer on it's side - it doesn't have to be a literally correct portrayal - so long as it has recognisable elements of a PC, that's how people will see it. However, turning things around allows the back panel of the to be on the back of the Kart where we can see it. Plan to have some cables trailing out fluttering in the breeze as though they were ripped away from whatever they were connected to as the *evil* BSOD absconded with someone's PC. The CD-ROM wheels can have 'TuxKart 1.0.0 Backup: 27th July 2005" textured onto them like it was hand-written in magic marker. This fits the bill for what we need: 1) It's DISTINCTIVE from the rear...you can quite easily tell who it is even when he's just a dozen pixels across out in the distance. 2) It's INTERESTING from the rear - fluttering cables, maybe with some animated sparks coming out of them. Perhaps some flashing LED's and a spinning power supply fan with little vortices coming out of it. Think: "Pointless eye-candy". 3) It's FUNNY/SILLY/CUTE - this is a fun game - not a serious/realistic game. Think of outrageous things to make Karts out of. A computer on wheels is just fine for this genre. 4) It fits the established CHARACTER of the 'person' driving it. BSOD is The Evil Blue-screen-of-death -- the antipathy and arch-enemy of Tux. Stealing someone's computer and turning it into a GoKart is exactly the kind of nasty thing we'd expect him to do...so that's what he has to be doing. 5) It opens up the possibilities for 'special' attacks and defences - like if you try to rear-end BSOD, you get electrocuted by the sparks from the trailing cables. He could shoot CD-ROMs as weapons and get huge speedups from driving over nVidia chips in the road on his own special levels. The players will understand why this is immediately if the kart is a computer on wheels. If it's a regular GoKart driven by what looks like a grey cube - it won't make *ANY* sense at all. (I'm sorry to come over as negative on these contributions - I'm really VERY appreciative of everyone's efforts - they are all food for thought - but it's no good just to say "Wow - really good" and then quietly dump the graphic later - because that doesn't achieve ANYTHING.) ---------------------------- 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...> - 2004-06-27 08:42:05
|
Caleb Sawtell wrote: > wow I did not know that I thought that the Nintendo 64's did 3d rendering... They do 3D render most things - but they couldn't get the performance they needed with full-3D for the very detailed kart models - so they cheated! > is there AC3D for linux? Yep. Actually, AC3D *started* on Linux and was ported to Windows later. >>The version of Tuxkart in CVS supports 'mirrored' tracks which adds some >>extra life to the existing levels. > > I will go check it out tomorrow You also need the PLIB that's in CVS because the collision-detection routines have to be aware that the polygons are mirrored - or else everything looks to be backfaced. You can tell OpenGL to reverse the direction that it uses for culling - but there was no such option in PLIB until I added it a while back. ---------------------------- 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: Caleb S. <gam...@gm...> - 2004-06-27 08:00:15
|
On Sun, 27 Jun 2004 02:44:52 -0500, Steve Baker <sjb...@ai...> wrote: > > > Caleb Sawtell wrote: > > tuxgames did a review of tuxkart and we will be able to take some of > > there ideas to make tuxkart better the review can be found here : > > http://www.linuxgames.com/?dataloc=/reviews/tuxkart/ > > Yeah - I can't disagree with most of what they said. I thought > the 'ding' they gave us for 'Installing' (5 out of 10) was a > little harsh. > > Most of the other complaints should get fixed with this GoTM effort. > > Other comments about their review: > > The sounds seem like 'stock' sounds - well, yes - that would be > because they *are* stock sounds. (Have you ever *tried* to record > sounds of your own with a microphone or whatever? It's just about > impossible without a folie stage and professional equipment.) > > As for the worry that parents might find it 'offensive' for younger > players...sheesh! Can I count this as an educational game?...Educational > for parents that is? There isn't a kid alive of an age who could > play TuxKart who doesn't see fart and belch jokes on TV - or from > friends or whatever. Compared to the gore and violence in most games, > I think a good healthy belch from a Penguin who *loves* his herring is OK. heh yeah I did not even think that parents would find this 'offensive' I mean com on they would find it cute or funny :D > > Graphics are 'chunky' - yes - they were designed to run on a Voodoo-1 > and a 133MHz CPU! That gives you only a thousand or so polygons to > play with and still get reasonable frame rates. Most of the karts > are already up at several hundred polygons - so every polygon that > could be shaved off - was. This is certainly an area we can fix if > we focus on graphics cards with hardware T&L - or even non-T&L hardware > with a faster-than-133MHz CPU. > lol yeah its very good for a p133 with a voodoo-1 :D > It's interesting to dig out an old Nintendo 64 and look at MarioKart'64 > (which bears 'certain resemblances' to TuxKart!)...notably, the karts > in MarioKart'64 were not rendered in true 3D. They pre-rendered the > karts from a number of positions - and draw them as flat, 2D billboards. > The result is that the lighting on them never changes. They have to be > very careful with camera angles. As the karts turn, they do so in > distinct 'steps'. Even so, the couple of levels which we did to look > like MarioKart levels stand up reasonably well to comparison - even though > an N64 is much faster than a Voodoo-1 card. wow I did not know that I thought that the Nintendo 64's did 3d rendering... > > They are dead on with their complaints about game-play. My AI is just > pathetic - and interest from users died out before I got around to > writing any 'series' competition modes. I think a split-screen 2 player > or 4 player mode would help a lot - but back then, we barely had the > throughput to render one scene - let alone 2 or 4. to true > > The complaint about needing a track editor is a bit unfair. Tuxkart > doesn't need a special track editor - you can build tracks fairly easily > in Blender or AC3D - in a sense, those *are* the track editors. is there AC3D for linux? > > The version of Tuxkart in CVS supports 'mirrored' tracks which adds some > extra life to the existing levels. I will go check it out tomorrow > > Overall, a fair statement of the current state of the game...but hopefully > that's all about to change. > yeah :D > ---------------------------- 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----- > > ------------------------------------------------------- > 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: Steve B. <sjb...@ai...> - 2004-06-27 07:51:34
|
I think I've successfully enabled the option to send CVS commits to the 'tuxkart-cvs' mailing list. It takes SourceForge a day or two to process a new mailing list, so you may not be able to subscribe to it until maybe Monday sometime. I should warn you that I'm a 'commit early, commit often' kind of person - so there will be considerable traffic on that list when we get going. Don't say I didn't warn you! ---------------------------- 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...> - 2004-06-27 07:43:50
|
Caleb Sawtell wrote: > tuxgames did a review of tuxkart and we will be able to take some of > there ideas to make tuxkart better the review can be found here : > http://www.linuxgames.com/?dataloc=/reviews/tuxkart/ Yeah - I can't disagree with most of what they said. I thought the 'ding' they gave us for 'Installing' (5 out of 10) was a little harsh. Most of the other complaints should get fixed with this GoTM effort. Other comments about their review: The sounds seem like 'stock' sounds - well, yes - that would be because they *are* stock sounds. (Have you ever *tried* to record sounds of your own with a microphone or whatever? It's just about impossible without a folie stage and professional equipment.) As for the worry that parents might find it 'offensive' for younger players...sheesh! Can I count this as an educational game?...Educational for parents that is? There isn't a kid alive of an age who could play TuxKart who doesn't see fart and belch jokes on TV - or from friends or whatever. Compared to the gore and violence in most games, I think a good healthy belch from a Penguin who *loves* his herring is OK. Graphics are 'chunky' - yes - they were designed to run on a Voodoo-1 and a 133MHz CPU! That gives you only a thousand or so polygons to play with and still get reasonable frame rates. Most of the karts are already up at several hundred polygons - so every polygon that could be shaved off - was. This is certainly an area we can fix if we focus on graphics cards with hardware T&L - or even non-T&L hardware with a faster-than-133MHz CPU. It's interesting to dig out an old Nintendo 64 and look at MarioKart'64 (which bears 'certain resemblances' to TuxKart!)...notably, the karts in MarioKart'64 were not rendered in true 3D. They pre-rendered the karts from a number of positions - and draw them as flat, 2D billboards. The result is that the lighting on them never changes. They have to be very careful with camera angles. As the karts turn, they do so in distinct 'steps'. Even so, the couple of levels which we did to look like MarioKart levels stand up reasonably well to comparison - even though an N64 is much faster than a Voodoo-1 card. They are dead on with their complaints about game-play. My AI is just pathetic - and interest from users died out before I got around to writing any 'series' competition modes. I think a split-screen 2 player or 4 player mode would help a lot - but back then, we barely had the throughput to render one scene - let alone 2 or 4. The complaint about needing a track editor is a bit unfair. Tuxkart doesn't need a special track editor - you can build tracks fairly easily in Blender or AC3D - in a sense, those *are* the track editors. The version of Tuxkart in CVS supports 'mirrored' tracks which adds some extra life to the existing levels. Overall, a fair statement of the current state of the game...but hopefully that's all about to change. ---------------------------- 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: Caleb S. <gam...@gm...> - 2004-06-27 06:54:44
|
tuxgames did a review of tuxkart and we will be able to take some of there ideas to make tuxkart better the review can be found here : http://www.linuxgames.com/?dataloc=/reviews/tuxkart/ |
From: Caleb S. <gam...@gm...> - 2004-06-27 06:26:13
|
On Sun, 27 Jun 2004 01:24:49 -0500, Steve Baker <sjb...@ai...> wrote: > > Caleb Sawtell wrote: > > > Cool so we can make tuxkart look realy cool :D > > Yeah - we're going to need exhaust-smoke, smokin'tyres, sparks... > all that good stuff. > heh yeah :D > > > ---------------------------- 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----- > > ------------------------------------------------------- > 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: Steve B. <sjb...@ai...> - 2004-06-27 06:23:46
|
Caleb Sawtell wrote: > Cool so we can make tuxkart look realy cool :D Yeah - we're going to need exhaust-smoke, smokin'tyres, sparks... all that good 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 -----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: Caleb S. <gam...@gm...> - 2004-06-27 04:23:39
|
On Sat, 26 Jun 2004 23:07:05 -0500, Steve Baker <sjb...@ai...> wrote: > > Caleb Sawtell wrote: > > >>Things have been pretty quiet on this list - but it looks like > >>we are gonna get very busy very soon as GoTM'ers start arriving! > > > > 1 already here :D > > Actually, I think at least three have subscribed so far. > > oh > > ---------------------------- 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----- > > ------------------------------------------------------- > 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...> - 2004-06-27 04:09:26
|
On Sat, 26 Jun 2004 23:06:01 -0500, Steve Baker <sjb...@ai...> wrote: > > > Caleb Sawtell wrote: > > can plib do particles it probably can but I am just asking > > Yes. > > PLIB is structured into a bunch of smaller libraries. SSG > is the 3D scenegraph library - and there is a second library > that can optionally be included called ssgAux that adds another > layer of stuff onto the base library. > > ssgAux has particles. Cool so we can make tuxkart look realy cool :D > > ---------------------------- 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----- > > ------------------------------------------------------- > 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: Steve B. <sjb...@ai...> - 2004-06-27 04:06:24
|
Caleb Sawtell wrote: >>Things have been pretty quiet on this list - but it looks like >>we are gonna get very busy very soon as GoTM'ers start arriving! > > 1 already here :D Actually, I think at least three have subscribed so far. ---------------------------- 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...> - 2004-06-27 04:04:59
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Caleb Sawtell wrote: > can plib do particles it probably can but I am just asking Yes. PLIB is structured into a bunch of smaller libraries. SSG is the 3D scenegraph library - and there is a second library that can optionally be included called ssgAux that adds another layer of stuff onto the base library. ssgAux has particles. ---------------------------- 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: Caleb S. <gam...@gm...> - 2004-06-27 03:28:49
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On Sat, 26 Jun 2004 22:20:25 -0500, Steve Baker <sjb...@ai...> wrote: > > Caleb Sawtell wrote: > > I think this is the right list isnt it?? > > Well, I guess it depends on what you were expecting. If > you wanted TuxKart Developers - then this is the correct > list. If you wanted "Cat Herding for Fun and Profit" - then > you are probably in the wrong place! :-) > LOL I came here form GoTM on Linux game tome... I will try and do some modeling and ideas for you. > Things have been pretty quiet on this list - but it looks like > we are gonna get very busy very soon as GoTM'ers start arriving! 1 already here :D > > ---------------------------- 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----- > > ------------------------------------------------------- > 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 > |