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Thread: As Yet Unnamed Entry - RTS against 'the empire'

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  1. #1
    PGD Staff code_glitch's Avatar
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    Well, after a saturday off, and taking a break from some holiday homework, I got the ball rolling for an hour and got the script execution system for the window dialogs to do stuff with the game data... Its all in the console for now, but at least its all hooked up and working from a simple right click action anywhere on the map. Enjoy



    Its kind of hard to believe I'm now going to spend most of my time making content and scripts for this to run... Oh how I hate the annoying 'language' i developed for this -_-
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    Nice GUI. Don't forget to draw yourself some simple units and building art.

    Quote Originally Posted by code_glitch View Post
    Edit: Just a thought, but whats the view on recycling code from your own codebase for use in the PGD entry?
    Go for it. Just don't take from others without permission and you're golden.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #3
    PGD Staff code_glitch's Avatar
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    Most of the work on the actual mechanics is done now, so its as you say, mainly art and scripting up some events etc... There are a few more choices to make, but overall I can say its progressing nicely. The UI, is... Well, its a bit of a botch job if I'm honest - I'm extremely surprised its as stable as it is and it only has one or two glitches at the moment. For instance, it sometimes hands over the wrong co-ordinates to build things, when moving a window, the map disappears etc...

    Though the recycle rule is a saviour Most of the code is pulled from other experiments, its a case of having a ~500 line program, ~900 lines in the backend and the rest is prometheus. Around 6,500 all in if I recall...
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  4. #4
    Me wants see units in action.
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  5. #5
    PGD Staff code_glitch's Avatar
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    Id you mean source code, thats no problem , sharing isn't either since my code is free for anyone else to use as long as you dont take it and call it your own 'course any modifications you make to my source are yours and all... Just some common sense XD

    Heres the link to the RTS so far... The UI is a quick experiment on my behalf to make a 'feel'. Any feedback would be very welcome - I would highly advise against trying this on windows of any kind so far - the windows version of PM_Window uses a botch of an SDL implementation and I don't think the mouse works (yet). X11 works well enough. The binaries are for x64 Linux Mint 11 (Katya) and should work equally well on ubuntu x64 systems also... However, I can recommend running a ./package before you start. You'll need:
    The SDL dev libraries, XLIB an X11 development libraries as well as the standard opengl stuff... If there are any issues, let me know and I'll whip up an automated script. And without further ado, heres that link:

    http://dl.dropbox.com/u/4853895/PGD ...e_MON16PM1.zip

    Note: the prometheus units in there are experimental, and may/may not be the latest in the SVN folder. Theya re just what seems to work best. The odd one out is XS_Font which is from another project and uses tilesets to load a 'font sheet' from Andrus excellent ZenFont utility with a custom define file to link characters to the tiles. NX166 units refers to a test project I made to try out handle based UIs which worked in a decent manner, and thus was thrown into my entry, the uPNG and uTGA units are from Bero and provide TGA and PNG support in very small size units (hence the u, for the mu letter that signifies micro )
    Last edited by code_glitch; 16-04-2012 at 03:06 PM.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  6. #6
    PGD Staff code_glitch's Avatar
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    Hmm... Houston, we have a problem....

    Its called VSync I added a bit of code to flash a white screen every time a game cycle ran over its target time to get the magic 50 frames/second... Things flashed a lot... So I set no deadline and watched. In THEORY, every cycle would render later than 0ms and it would be pure white... But no difference happened. So I looked at the FPS counter. Rock solid 60FPS, 30% core utilization -_-. in other words, VSYNC is holding everything up. This is problematic indeed.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  7. #7
    You can change VSYNC with wglSwapIntervalEXT() {Windows/using dglOpengl.pas}, I don't know if this help :


    At first call Read_WGL_EXT_swap_control();

    Then you can adjust VSYNC with

    Code:
    
    type
      TVSyncMode = (vsmSync, vsmNoSync);
    
    procedure Sync(vsync: TVSyncMode);
    var
       i : Integer;
    begin
       if WGL_EXT_swap_control then
       begin
          i := wglGetSwapIntervalEXT;
          case VSync of
             vsmSync    : if i<>1 then wglSwapIntervalEXT(1);
             vsmNoSync  : if i<>0 then wglSwapIntervalEXT(0);
          else
             Assert(False);
          end;
       end;
    
    end;

  8. #8
    PGD Staff code_glitch's Avatar
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    Well, it would look I have to say two things -
    1. This wont be entered into PGD challenge number 2.
    2. This will continue to be developed as an open source project... Things are working nicely and its giving some interesting results on how different approaches to code are working together...

    The simple fact is that I'm now around 2 weeks and a little bit of my final exams, and that consequently my time for code has decreased exponentially :/
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  9. #9
    Co-Founder / PGD Elder WILL's Avatar
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    That's unfortunate Ben. Does the existing game meet the requirements for the challenge though? Even incomplete it does give one more game to the challenge showcase. You know how important that is for the PGD community, right?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  10. #10
    Co-Founder / PGD Elder WILL's Avatar
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    Hey Ben. 2 day extension, does that put you back in? That's lots of time for most developers.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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