Advertisement

How to program a chess: a forum based tutorial

Started by December 23, 2004 11:09 PM
276 comments, last by da_grat1 19 years, 8 months ago
Quote:
Do u think this tutorial can be finished within this month...?


I think our core engine (the part of the code we can reuse) will probably be finished within a month. Once that is done, we concentrate on the chess specific part (which shouldnt take more than 2 weeks). After that, its touch up and debugging (this part is really fun :) ).

Quote:
What kind of audio files are you going to use?
Loading WAV files using OpenAL is pretty simple, but loading OGGs can greatly decrease the size of the final application (could be useful since it's going to be downloadable; or isn't it?)


You're definitely right, WAV files are out because they would chew up too much bandwidth. I was either thinking OGGs or MP3s. Actually, I was thinking of doing an mp3 player for our unit test :) Do you guys have any preference for either OGGs or MP3s? Does anyone know of any free sound editing software we can use to make our assets?

On a side note, I dont expect sound to be a big part of this game. The only reason I'm including it is simply to show how its done. In fact our final cut (final build) may not have any sounds at all. Once you guys have the sound loading library however, you can easily add this feature and in doing so learn a lot about design.

Will post later,
- llvllatrix
Quote: Original post by llvllatrix
... I was either thinking OGGs or MP3s. Actually, I was thinking of doing an mp3 player for our unit test :) Do you guys have any preference for either OGGs or MP3s? ...
- llvllatrix


Actually I have never used either one of those formats nor do I know how to load them, does any one know of any free online tuts that show you how to load them?????

Advertisement
No worries, I'll give a short tut on how to load the files. Its very easy with the alut library :)

Will post later,
- llvllatrix
Hey Guys,

sry for the lack of posts. I've spent the last few days setting up a new contract, which means that I have to finish this project. Dont worry I'm not stopping :) Starting now you have my full, 8 hour a week, for as long as it takes, attention :D Tomorrow's tutorial will be on OpenAL, hopefully followed by a texture loading tutorial in the afternoon. After that we tackle model loading (we actually load our assets), lighting, and menu creation, which will be the end of our resource manager. Not sure how long it will take, but stay tuned. You guys should have a lot to look forward to on the weekend.

Will post tomorrow,
- llvllatrix
Quote: Original post by llvllatrix
... hopefully followed by a texture loading tutorial in the afternoon.
...


What type of textures will we be using? BMP, TGA, etc.??? I'm familiar with the TGA and BMP format.

Quote: Original post by llvllatrix
... After that we tackle model loading (we actually load our assets), lighting, and menu creation, ...


Also what model file format are we gonna use??? And as far as Lighting and menu creation, I know just a little bit about them.

[Edited by - wcm4Him on January 13, 2005 4:42:16 PM]
Quote:
What type of texturs will we be using? BMP, TGA, etc.??? I'm familiar with the TGA and BMP format.


We are acutually going to use ipicture to load our textures, which can handle bmp, gif, and jpg. We will be using jpg because we want the compression for the net, but the textures can easily be replaced by bitmaps. No worries; you actually dont have to know much about file formats because ipicture handles it all.

Quote:
Also what model file format are we gonna use??? And as far as Lighting goes , I know just a little bit about it (enough to get me by).


In both cases, we are going to specify our own format and load it into our engine. We are actually going to write plugins for Milkshape3D to export to our specification but if you wanted to, you could write an export plugin or file converter for whatever editor you want to use. I choose milkshape because it is easy to learn, easy to write plugins for, has a 30 day free trial, and costs $25.00. A plugin is essentially a dll that milkshape uses to extend its functionality. No worries if you dont know about dlls; dlls are really easy to learn and I'll walk you through the entire process :)

Will post later,
- llvllatrix
Advertisement
Quote: Original post by llvllatrix
... No worries if you dont know about dlls; dlls are really easy to learn and I'll walk you through the entire process :) ...


That'll be good cuz I know nothing about a DLL other than what it stands for.
Does the game provide options such as computer vs human and human vs human?
Quote:
Does the game provide options such as computer vs human and human vs human?


At this point we can still decide what options the game provides. We can do all of these variations without having to change any of the existing code.

I also have a bit more info on the specifics of the sound system. We are going to be using ogg vorbis encoded music. After a bit of research, It turns out that mp3 the mp3 format is patented, which means to commercially release software that uses mp3s you need to pay royalties. Ogg, however is completely free, and will do compressed audio comparable to mp3, mp4, wmf ect.

I've been thinking on the future of our little game engine and I've decided, when it is done, to let anyone use it royalty free. This means that you can commercially release a game developed with this engine without having to pay anything. Currently I dont think any game engine like this exists. I think this type of release would be a great advantage to the development community. What do you guys think?

We should also give our engine a name. Any ideas?

Will post later,
- llvllatrix
Quote: Original post by llvllatrix
I've been thinking on the future of our little game engine and I've decided, when it is done, to let anyone use it royalty free. This means that you can commercially release a game developed with this engine without having to pay anything. Currently I dont think any game engine like this exists. I think this type of release would be a great advantage to the development community. What do you guys think?

We should also give our engine a name. Any ideas?

Will post later,
- llvllatrix


Yes that would be great, I can't tell you how many times i've looked for an engine to use, look over, or learn from and come to find that every one that I come across you have to pay for. So I think that by making ours free would be a great idea, I'm sure it would be good help to the community if we did this.

As far as a name goes, how do you feel about using your forum name (llvllatrix) as the name for it? I think that would sound cool, but its your name so its up to you if you want to use it, It's just the first thing that came to my mind. :D

Later.

This topic is closed to new replies.

Advertisement