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The Engine

Started by January 31, 2002 08:20 PM
30 comments, last by mittens 23 years ago
quote:
said Trent,
To the people getting exactly 50 errors: I need to see some sample of what kind of errors you are getting, since some people are having it compile fine, I''m guessing that the people getting the errors either don''t have the DX8 SDK (and the path set to it in MSVC++), or have something else wrong.


I''d just like to confirm that suspicion. If you''re getting exactly 50 errors, it means that the directories for the DX8 SDK are either nonexistant (go here), or improperly set up. In order to set them up properly (in MSVC6), Simply go to Tools->Options->Directories and set up the INCLUDE and LIBRARY paths, making sure to drag your DX directories to the top of the list. Hope this helps a bit.

Later,
ZE.

//email me.//zealouselixir software.//msdn.//n00biez.//
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[twitter]warrenm[/twitter]

Thanks ZE, you ''da man.

I''m going to form the Yahoo! Newsgroup tonight, and I''m also going to take some of Riptorn''s advice to heart, and I''m going to make the engine a little more engine-like. This is going to be one damn long coding spree tonight, but I want to get it done as soon as possible (since it requires editing almost every file, and I want to get it uploaded before I receive any more updates).

Trent (ShiningKnight)
THE Engine
ShiningKnight7@hotmail.com
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ok... I''l clarify...

the reason I considered helping out the project was that I was hoping that maybe it was heading in the same general direction of the project I''m working on. Had that been the case, I would have gladly jumped in and basically handed my code over.
It was just the goals were very obviously different to my own. so I decided not to.

about the planning... I realise you have planned it, but I''m saying it _looks_ unplanned, and the way people are now alowed to add to it seems very unplanned. if there were set structures for people to create objects on, that would be very advantageous to the project.
(I realise there are set limits to how the code should be written)


unfortunatly, one of the communities biggest problems is C/C++ crossover... the number of projects I''ve seen packed into a single file, with 100''s of globals and maybe 1 or 2 structures, yet claiming to be C++, _really_ depresses me. And a lot of those people are going to go into this engine and say, "Wow, This is how C++ is done" where as, in my opinion, the engine is a hybrid of C and C++...
people will learn off this. It''s just be nice to show them the true power of C++ in at a very high level.

Trent,

(despite my best judgement, and the fact that I consider this a somewhat personal message, I hope it''s appropriate...)

You''ve been one of my most influential friends (online, and more than some IRL), and I''d just like to say that, if I can help in any way whatsoever, I''d be honored to. Every time I see a new demo, game, code snippet, tutorial, ANYTHING in relation to the GameDev community, it makes me, despite my personal lack of skill, feel proud. The issue is that I can''t do much of anything on my own, but I''d be happy to make any effort, large or small, toward the eventuality of this project.

In the short term, I don''t suppose you''d want a document on how to get The Engine up and running in Dev-C++, would you?

Anyhoo, you guys drop me a line sometime,
ZE.

//email me.//zealouselixir software.//msdn.//n00biez.//
miscellaneous links

[if you have a link proposal, email me.]

[twitter]warrenm[/twitter]

Earlier someone asked why the md2 models were not using the same structures ans the others, be patient, Im working on a similar system for modles as i did for textures. The MD2 stuff is basically a leftover remnat that is stuck in there if anyone wants it at this point. I hope to add a base class for models, as well as improved md2, 3ds, and obj support. I can only concentrate on the computer for a half hour or so at a time due to the fact I just had eye surgery. Keep the feedback comming (good and bad) .

-Evan Pipho
Those who dance are considered insane by those who cannot hear the music.
ZE: yeah, you are one of my coolest online buds also. I''d write more, but this isn''t a personal thread.

I am in the process of restructuring the entire engine right now. I am making a general object/node tree and I''m also working on an object/actor/entity (whatever you wanna call it) system at this very moment. I''m making things much more C++-ish. I have eliminated a ton of globals as it is, and the list of globals is getting increasingly smaller. I also made the class-view (like the project''s fileview) much more easier to navigate, I never used it before, so I never really put work into it.

Depending on how late I stay up coding, I want to get the very updated (and much more user-friendly) code up by the end of the night, I''m very doubtful as to that will happen or not, but hey, its a thought.

Riptorn: The way that people are updating code is the way I wanted it done. I keep getting "yelled at" for not using a DLL based plugin system to update the code, but the point of updating at this point is to update the core engine components. I have code for the DLL plugin system done right now, but I want the core engine to be finished before I have to add a "Mod" section to the engine page. Get it?

Trent (ShiningKnight)
THE Engine
ShiningKnight7@hotmail.com
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sounds excellent.

I may contribute to it after all.

I assume you will be wanting physics code... And thats what I''m currently working on...

if the ftp I use was responding, I''d upload an example.

Ok, the newsgroup is up (game_engine@yahoogroups.com). If you'd like to be added, just tell me.

I didn't get the amount of coding I wanted done, but I did get a decent amount. I now have a base window class, and a derived OpenGL window class from that (and I'll also work on a D3D class similar to the derived GL one later down the line). Tomorrow I will work on the main engine class, which will be derived from the GL window class (and the D3D window class later on). I'll also be working on the entity/actor system tomorrow, and code a wrapper over the particle API (particle.cpp|h are the only files I want to have any globals in them). Tomorrow is all about user-friendliness.

I also completely redid the input system, right now I have it so that you can choose which components you want to initiate, and tomorrow I'm going to make it so that if DirectInput8 doesn't initialize correctly (which usually means the user doesn't have the DX8 runtime libs), I'll have the engine switch to Window's native input system.

I'll be uploading the DX8 libs and headers only (about 2 1/2 meg download) sometime in the next week, for those people who don't have fast enough modems to download the whole SDK. Oddly enough, I have a 28k connection...

Trent (ShiningKnight)
THE Engine
ShiningKnight7@hotmail.com

Edited by - ShiningKnight on February 2, 2002 10:47:34 PM
About the multiplatform port it's being done using SDL.
It's still in the beggining but i think it's better to start now or it would be very difficult to port it later.
Obviously i can only port the OpenGL part of the engine, so the other parts will only work in windows.

Edited by - FilipeMaia on February 3, 2002 9:05:54 AM

If (too many globals is problem) Then     use namespacesEndif 



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