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626
Developer's Corner / Re: SkyIDE - Latest Release Information
« Last post by Gothi[c] on November 02, 2006, 02:35 PM »
Nice work!
627
Site/Forum Features / Re: Going to try google adsense on the pages for 1 week
« Last post by Gothi[c] on November 01, 2006, 08:01 PM »
I don't think putting anything Google on the site is a good idea.... especially not after reading this:

http://www.dailytech...cle.aspx?newsid=4774
http://it.slashdot.o...6/11/01/199212.shtml

Call me paranoid, but it just confirms what I always suspected. :p


628
There's actually a few television documentaries about this, I'm not sure if it's these guys or other guys (I didn't read tfa), but I remember seeing a guy that had made a special set of glasses and inside the glasses he had put a few tiny LEDs connected to a computer and a switch in his shoe. The switch in his shoe would input the cards on the table, and the computer would calculate the best move and signal it to him with the LEDs in his glasses. Crazy. :)
629
Living Room / Re: DC's "EVIL DEAD" Get Together
« Last post by Gothi[c] on October 23, 2006, 06:16 AM »
That box can barely play solitaire without lagging.
UT used to run on my p133 with 64mb ram in software rendering mode :)

And I wouldn't want to play anything on 33.6k dialup, which is the only connection that pc can have.
Why don't you network it with your dsl computer? get a cheap router from ebay or something :)

But I do have the newer pc and DSL and I haven't been able to push it to its limits yet.

I doubt UT will push it anywhere near it's limit unless you use an insane resolution or something.

I still don't like shooter games...I am no good at them. I can't even play that stickman game. I had troubles with the training mode.
It doesn't HAVE to be shooting, like JavaJones mentioned, we could use a hide and seek mod. :)
630
Living Room / Re: DC's "EVIL DEAD" Get Together
« Last post by Gothi[c] on October 22, 2006, 02:01 PM »
Maybe someone can make a Cody UT skin
631
Living Room / Re: An alternative view on VISTA activation and WGA ...
« Last post by Gothi[c] on October 18, 2006, 06:02 AM »
Sounds like a coding snacks request...  :D
632
Developer's Corner / Re: Let's Make us some Games!
« Last post by Gothi[c] on October 14, 2006, 01:38 AM »
Maybe we should move the actual discussions about each game idea that gets mentioned in this thread into it's own thread, and keep a nice uncluttered idea-list here?
633
DonationCoder Projects / Re: RPG on the forum
« Last post by Gothi[c] on October 03, 2006, 05:49 AM »
Hmm,... interesting....  :)
634
Living Room / Re: Flash Game: Curveball
« Last post by Gothi[c] on October 02, 2006, 12:30 AM »
I remember that game!
Oldie indeed :)
I love this one, I usually don't like flash games, but this one is actually good.
635
Living Room / Re: DonationCoder.com wallpapers (set 02)
« Last post by Gothi[c] on September 30, 2006, 05:57 AM »
rather than try to make the wallpapers fit everyones desktop, i think the solution is for people to use these as screensaver images when they dont fit as wallpapers.  we need to make some free screensaver "packages" for these.
Good idea... i should try and make an X screensaver of them
636
Living Room / Re: DonationCoder.com wallpapers (set 02)
« Last post by Gothi[c] on September 30, 2006, 03:43 AM »
Awesome wallpapers, nudone!
Too bad they didn't fit with my window decorations and pretty much everything else. I tried,... then tried making the image a bit darker, but i just mutulated it :(
637
Developer's Corner / Re: SkyIDE - Latest Release Information
« Last post by Gothi[c] on September 30, 2006, 03:32 AM »
great work again, alexk!  :up: :Thmbsup:
638
Developer's Corner / Re: Game Engines and Apps
« Last post by Gothi[c] on September 28, 2006, 03:50 PM »
Quick overview / Comparison table:
NameDifficultyTypeOpen source?Cross platform?Website
Crystal Space 3DHard. Steep learning curve.C++ API, modular, set of libraries.YesYeshttp://www.crystalspace3d.org
SDLLow level, but easy and clear API. C library YesYeshttp://www.libsdl.org
Irrlicht3DEasyC++ libraryYesYeshttp://irrlicht.sourceforge.net
AllegroEasyC libraryYesYeshttp://www.talula.demon.co.uk/allegro/
Ogre3DEasyC++ LibraryYesYeshttp://www.ogre3d.org/
Game MakerExtremely EasyProgram/IDENoNohttp://www.gamemaker.nl
SphereEasyProgram/IDEYesNo. It used to be. But the linux version is no longer maintained.http://sphere.sourceforge.net
CDXEasyC++ LibraryNoNohttp://cdx.sourceforge.net
The Blender3D Game EngineMediumApplicationYesYeshttp://www.blender3d.org
Quest3DMediumApplicationNoNohttp://www.quest3d.com
AGS (adventure game studio)Very easyApplicationYesKinda. The IDE is windows only. But the created games can be played on linux or even MS-DOS.http://www.bigbluecup.com

Detailed description

Lets start with Cyrstal Space. Crystal space is a very large GDK (game developer kit) library with many features. Its purpose is mainly the creation of 3d games, but it includes networking functionality, sound, and entity management. It's is has been under development for a very long time, and it is a very large open source project, so the API may look a bit intimidating since it has many, many, many functions and classes aviable for it's many features. Thankfully, next to the doxygen documentation, and the manual, there are also many tutorials aviable. But I still wouldn't recommend it for beginners. One popular game using crystal space is planeshift, a mmorpg, fully functional and playable, with a large community, eventhough still under continious development. Crystal Space currently runs on GNU/Linux, general Unix, Windows, Windows NT, and MacOS/X. Crystal space is licensed under LGPL.

shot06.jpg
Planeshift, a CrystalSpace3d game.

Then there is SDL. With SDL (Simple DirectMedia Layer) you can create both 2d and 3d games, though 2d games are probably a greater focus, since the 3d support is provided through raw OpenGL commands. SDL also has advanced input support, it will handle a joystick on many platforms for example. SDL also comes with cross platform sound and networking support (Through SDLNet, which is aviable as a separate library)
-"SDL supports Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported." SDL also provides support to write cross platform multi-threaded applications. SDL is licensed under GNU LGPL, they also have an alternative commercial license.

shot2.jpg
abuse-sdl, an SDL game.

Irrlicht3D is not really a game engine. Irrlicht is a 3D engine. Meaning that you will find sound and networking support lacking. It does however have input support for keyboard, mouse and joystick. What makes Irrlicht so special is that it's very activly developed and has a very nice object oriented c++ API. It's really a joy to work with. On top of that it has a very rich feature set, and supports a wide range of 3d model formats. The author has also recently made a level-editor that will save it's levels under the .irr file format. You can still import quake3 maps or other models, but the editor (which is fully optional) makes life a bit easyer. The editor also has a lightmap generator, that will create beautiful lighting in your 3d levels by lighting the textures instead of adding 3d lights, which saves the GPU allot of work. Irrlicht also comes with an XML parser which is also aviable as a separate library. Irrlicht runs on Windows (including 64b), Linux and MacOS. More platforms have been planned, and some people have gotten it to run on xbox. Next to all the 3D stuff, Irrlicht can also draw 2d primitives, and pixels, and it has easy functions to create a GUI in your game. Irrlicht is free to download, you are freely allowed to distribute your game, even commercially, without ever paying a penny to Niko(Irrlicht's author).

dungeontech2.jpg
Dungeon Tech, Irrlicht game

spaceduck2.jpg
Our own SpaceDuck,
showing off some of the GUI capabilities.
eg: Transparent windows and controls.

Allegro is another cross platform, open source GDK, running on DOS, Unix (Linux, FreeBSD, Irix, Solaris, Darwin), Windows, QNX, BeOS and MacOS X. Allegro started out being very similar to SDL, but from there they have taken it to a higher level. Allegro now has a higher-level API (though low level functions are still aviable) and even supports 3D. Just like SDL it also handles threads,timers,sound,networking,player input, etc,...  In addition to all that, Allegro also has GUI support just like Irrlicht does. It's 3D support however, while more advanced than SDL by providing a number of helper functions, it comes nowhere near Irrlicht, and still remains mostly pure GL programming. So Allegro remains mainly 2d in my book. Allegro is "gift-ware", meaning you can do anything you want with it, even distrubute a commercial game. Another drawback (at least for me) is that it's a C API, and not a C++ API. Though I'm sure somewhere on the net there must be a C++ified version of a frustrated OO-enthousiast.

allegro3.jpg
A collection of allegro games running on BeOS.

Ogre3D is another one in the league of Irrlicht, meaning that it's not a game engine but rather a 3D engine. Just like Irrlicht is has a good C++ API (though I prefer Irrlicht's). The separation of several of it's features into modules makes it slightly more complicated to use that Irrlicht. Also Irrlicht is more actively developed. And last time I checked, Ogre didn't have any functions for easily creating a GUI like Irrlicht does. It is however a very capable 3d engine, and there have been a number of commercial games released using this engine.

hk02.sized.jpg
Heretic Kingdoms: Reluctant Hero, an upcomming RPG

Next is Game Maker. Unlike all the above, Game Maker isn't an API or library for any programing language, it is a completely separate program, capable of compiling it's own games to executable format. Game maker has it's own scripting language, which is a little bit special because you can use both C-style syntax or Delphi-style syntax. (Game maker was made in Delphi) Game maker is also more aimed to people new at game development, and it is used in the university the author teaches at, to familiarize students with game development concepts. As an alternative to it's scripting language, it also provides a drag-drop approach for people that aren't very familiar to programming yet. You can create objects, and drag events and actions onto them, all with the mouse. If you're like me and don't like this type of approach, you can still code everything using only the scripting language, which has a very rich function set. And if you STILL aren't satisfied with the aviable function set in the scripting language, you can add your own commands! Game maker allows you to create plugins to export your own functions. Someone once created an Irrlicht plugin for game maker, allowing you to use the engine from the game maker scripting language. However, now this has been deprecated, since game maker now has it's own 3d support. Game maker started out mainly as a 2d engine, focusing on tile-based games. Now it has far outgrown that initial design. That's all praise and glory, but there is one superdupergreat majour drawback:
It's windows-only. Aaaaaaargh! ;)
And on top of that, it is closed source. There is a free crippleware version aviable, but the license to the full version isn't very expensive. With the payware license you are free to distribute your games commercially. It can compile the games to their own .exe files, you can change the default icon and loading screen, so that's a plus.

doomed.jpg
Doomed - Someone actually made a doom-'clone' with gamemaker.

Then, there is Sphere. Sphere is allot like Game Maker, a separate program, but the main difference is, is that it's strictly script-only. It does have a sprite and level editor built in, but all logic is done through scripting. The scripting language itself is actually Java. It's very good to create 2d games with, there's no 3d support, though I remember someone made a small simple 3d engine with it, using purely 2d functions (it was VERY slow :P). It's quite fun to code in, and can create some neat 2d games. It hasn't been as active as it once was, it seems to have been abandoned almost, the old website is gone and is replaced by some simple black-on-white info, but still downloadable nontheless. Also, when you release games with it, they aren't compiled into their own exe file, you distribute the sphere exe, and have your game as a 'startup' file. Nontheless, I had my fun with it back in the days of old ;)

High.png
Migget Chainsaw Hands - Sphere game.

CDX is yet another 2d C++ library, just like Allegro and SDL. Only this one is not cross platform. It is released under the artistic license. It runs on most windows platforms (I don't know about 64bit though). It has a very nice API, and is a pleasure to use. However, it hasn't been updated since 2003, and the main website, cdxlib.com doesn't exist anymore. It's only aviable through sourceforge. Compared to SDL it's allot more higher level, and easyer to use.

screenshot.jpg
Bugfighting - A CDX game

Blender3d is mostly known as a 3D modelling suite like 3D studio max, lightwave, or maya. Blender is allot more however. Blender also has a video editor, and... a game engine. This is a fully capable 3d game engine, able to compile the game to it's own executable, be it on windows or linux or any other platform blender runs on. Blender uses python as scripting language, but there is also a drag-drop kind of system. It includes physics and collision detection and all that good stuff, so no need to worry about having to code that. This makes it usefull not only for games but for physics simulations with your 3d models. Blender itself takes a bit to get used to, and then so does the game engine. Blender is free, and released under GNU GPL.

94649.jpg
Brawler chapter two - blender game

Quest3D is a visual programming environment. It represents objects as diagrams, and the entire program is made by connecting these diagrams, kinda like one huge UML. Personally I don't like this approach, but people that aren't into programming might find it interesting. It's not easy however. It's quite advanced. But it makes some very nice results! Cool shader effects etc. Drawbacks: closed source, not cross platform, expensive :( (around $1000) You can also make web-embedded stuff with this btw.

ToT--8--20040728--ClothesPod.jpg
8 - Quest3D game under development

Adventure game studio is a program you can use to create your old lucasarts-style or sierra style adventure games with. Ever played Larry, Monkey Island, Kings Quest, Police Quest or Space Quest? These are the kind of games you can create with this. It has it's own scripting language, level editor, and dialogue editor. It's really quite nice. I can't think of a better tool for the job if you want to create an adventure game! AGS is freeware.

office.jpg
Norman Cooks - AGS game.

639
General Software Discussion / Re: What IRC client do you use?
« Last post by Gothi[c] on September 27, 2006, 07:28 AM »
I use irssi
640
Developer's Corner / Re: SkyIDE - Latest Release Information
« Last post by Gothi[c] on September 27, 2006, 06:31 AM »
the tree view control that comes with BCB is very limitted

- Yes, most of the default controls are very limited. Thank goodness that you can derrive controls from them, and add your own functionality!

... some heavy thinking of finding a new way of re-writing and re-implementing the project manager ...

The project manager is a very important part of an IDE and deserves some good thought indeed. Users need to be able to quickly navigate through their files. For more complex projects it is very important that the files can be ordered to reflect the structure of the project, usually within separate subdirectories, which should be shown and browsable in the project manager.
Because it carries these rather important responsibilities, the project manager contributes greatly to the overall 'feel' of the IDE.

...or try to find another tree view component that will let me make nodes bold, have extra/spare string property which I can use etc...

I'm usually not a fan of using third party components so I wouldn't be able to tell you what's out there. I'm sure mouser knows a few good treeview controls! But what you describe doesn't sound all too hard to implement, depending on how much the 'etc' includes. ;)

641
Developer's Corner / Re: SkyIDE - Latest Release Information
« Last post by Gothi[c] on September 27, 2006, 03:37 AM »
Yeah, don't be a slave to the users :) You can implement feature after feature after feature, but somewhere along the line it's very easy to get lost. It's always important to keep your own goals in mind, and stick to the roadmap you have planned for the project. I'm sure it has been very much of a learning experience, as every large project is, and that nothing was in vain.
Thanks for sharing your IDE with us, and your programming experiences. :)
642
Developer's Corner / Re: SkyIDE - Latest Release Information
« Last post by Gothi[c] on September 25, 2006, 10:02 PM »
fool prove

Something like:

try
  {
  Foo = DoSomething();
  }
catch(...)
  {
  // Will never reach this line. This code if infallible.
  }

? :P
643
Living Room / Re: ham radio operator speaks with space station
« Last post by Gothi[c] on September 25, 2006, 06:11 AM »
You can acutally talk to the folk up on the ISS regulary. I used to listen in allot. :)
Most of them astronauts are ham radio operators.
And there's a whole world of cool APRS and ISS tracking software out there! (example)
644
Living Room / Re: ATM Hacking - Too easy?
« Last post by Gothi[c] on September 21, 2006, 09:16 AM »
Hmmm... either that's a fraud, or somebody is going to get his ass kicked for putting in such a backdoor...

They are supposed to CHANGE the default password.
But still,... allowing access through the standard keypad seems like a terribly bad idea to me. Why don't they have an admin keypad in a locked section of the machine?!
645
Screenshot Captor / Re: Error '15.0' is not a valid floating point value
« Last post by Gothi[c] on September 20, 2006, 03:26 AM »
floating point eeeeeeviiiiillllll
646
Living Room / Re: OpenDNS - safer, faster and smarter DNS
« Last post by Gothi[c] on September 20, 2006, 12:25 AM »
It was faster because my ISP is having serious DNS trouble today.

Their primary dns server went completely down, all their other dns servers are horribly slow, and the isp's main website went down.

It took about 10 seconds to resolve an ip with the ISP dns servers, 0.1 seconds with openDNS, in normal situations, the ISP servers are ALWAYS (On second thought, lets not forget that there is some evil sucky isp's out there that don't know what they are doing out there.) going to be better, no doubt. But it's deffinitly a good backup.
647
Living Room / Re: How Digg Gets Everything Backwards.. And How to Fix It
« Last post by Gothi[c] on September 20, 2006, 12:10 AM »
It's very tricky to create a system like that, that would work.

Mass opinion is biased by media,hypes and fud (and people tend to follow the 'stream/flow/whatever')

Example:

* A sais 'Such and so sucks'
* B has no idea what A is talking about
* but when B talks to C about that very same 'such and so', B is very likely to say it sucks and pretend all educated about the subject.
* Then repeat this cycle with C -> D..Z.

Then on the other hand, the 'expert editors' solution also faces several problems
* Expert opinions will always be their own opinions, no matter how hard they try to remain unbiased and remain objective.
* Even experts suffer from this same phenomenon as above, but on a different level/scale, and in a different way.
* Power corrupts.
* There are more opinions, views, fields of intrest,  than there is people(and experts) on the planet.
* People get lazy after repetitive work. After having reviewed for example 1000 articles, the tendency exists to fall into a system where articles/posts are judged by quick browsing/reading and not full evaluation, and don't get the thought they deserve before being submitted or rated or whatever. Even when articles ARE fully read and evaluated, the danger exists where the editor's opinion gets molded by certain keywords that fall into the editor's intrests/likes/etc.

Probably not the best points one could come up with,... and there's probably more. I'm not good at providing proof of concept or even writing for that matter. I'm not even going to pretend i know wtf i'm talking about because i don't, because ever since blogs,forums and message boards came along, suddenly everyone becomes a columnist/writer/spelling expert (I fail at all 3 ;) ) [IRC tends to feel more natural]

But I do have very much of a gut feeling that systems like digg, slashdot, etc, will always be and remain broken as long as there are humans involved.

648
:laughs:
Yes, that's for sure, what I ment with it that we won't be developing much storyline/content or graphics, but rather `new` technology. Or a new concept rather. And I probably should shut up now :)

The video's I've seen of spore don't have much new to offer in the graphics department, nor does it have any fantastic elaborate storyline, but it's more like a new type of game. (Or more like a combination of different types of games, in the case of spore). Hence my comparison.

- That, and I'm a programmer, I get over-ambitious :P That's my excuse and I stick to it! :D

:runs and hides under a rock:
649
A really big project, huh? Big like The Elder Scrolls II (playing time)? Or big like The Elder Scrolls IV (graphics :o)?
Well, time will tell.

Big like spore ;)

Well... kinda.
650
Developer's Corner / Re: Thesis on Balance (Flow) In Game Design
« Last post by Gothi[c] on September 13, 2006, 06:37 AM »
Very interesting!

In order to maintain a person’s Flow experience, the activity needs to reach a balance between the challenges of the activity and the abilities of the participant. If the challenge is higher than the ability, the activity becomes overwhelming and generates anxiety. If the challenge is lower than the ability, it provokes boredom.

That is so true. The tricky part is that your audience will have a broad array of different levels of skill and intrest.
If your game can cover a very wide range of intrests it will be more successful.

eg: Battlefield 1942 was one of the first games that had all the elements of a fps, flight sim, boatsim, car driving,... and therefore became very popular and started a whole new genre there. (Soon unreal tournament went the same direction, as did other games,...)  But there is an underlying stream here that made it popular, and that would be the flow described in the article. It was accessible for unskilled players, you could just run around and shoot anything, but skilled players also found their fun, and started performing stunts, standing on flying airplanes, diving under bridges, etc,... Add the massive multiplayer aspect to that, and you have a winner.

It should also be noted that when you make a game with a massive multiplayer environment, unskilled players may be intimidated by skilled players, and may get irritated by that, and just 'give up'. That's why you see some of the mmorpg games out there have a 'newbie' area.

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