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  1. #1
    Co-Founder / PGD Elder WILL's Avatar
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    I believe that once the coding gets mature, the documentation, tutorials and demos will be a must for the first release. I'm sure others will like this idea and want to help, maybe make a few simple demos. Documentation should be easy to read and follow. Keep it as simple as the library to use, yet detailed enough so that they understand all the aspects of your library. This of course will take time. More time than it will take to make the library it's self I'm sure.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  2. #2
    PGD Staff code_glitch's Avatar
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    Again, a slight update: added a google code project for prometheus here: http://code.google.com/p/prometheuslib/


    Also, WILL asked a valid point about how library management works as I didnt explain it in my last blog post, heres how:
    you have an array of objects each with:
    The data (eg fonts, image)
    Name
    Boolean whether its used or not
    and any extra data.

    Then when you call load_whatever(name, source) it loads that into the next empty slot in the array. To process it you simple do process_whatever(NAME) and it checks where it is in the array and does it for you. Its not always the most efficient, however.

    Hopefully that clarifies things as to how I would implement a library s such.

    Furthermore, all Prometheus updates will be posted here and links to the code on google code also.

    cheers,
    code_glitch

    PS: Also made a small graphics update retro style. Although it should no longer be called probewars, it looks a ton better now...
    The download links are here: http://code.google.com/p/prometheuslib/downloads/list
    The homepage is here: http://code.google.com/p/prometheuslib/
    Last edited by code_glitch; 05-10-2010 at 08:44 PM.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #3
    PGD Staff code_glitch's Avatar
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    Yet another new feature that I was suggested in RL which I might deem feasible: character rendition engine and map rendition engine based on TileD csv along with tileset management built into Prometheus. Although I do plan on adding such functionality, would you prefer it as part of the Prometheus_Vid unit or would it be worth creating a Prometheis_Spec unit?

    Cheers,
    code_glitch
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  4. #4
    PGD Staff code_glitch's Avatar
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    Just updated probewars. New gfx and font handling, also source compiles by default on linux and mac and windows by default.

    source: http://code.google.com/p/prometheusl...q=#makechanges
    win32: http://code.google.com/p/prometheusl...q=#makechanges

    the new runtime for windows (the dll files): http://code.google.com/p/prometheusl...q=#makechanges

    The new prometheus units source code with colour handling and ttf font handling:
    http://code.google.com/p/prometheusl...q=#makechanges

    sorry for just posting links. I can post as attachment too if you need. Home page here: http://code.google.com/p/prometheuslib/

    cheers,
    code_glitch

    ps: font is variable management. But colours is library management in the end. And hey, probewars is almost playable...
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

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