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I said I''d make a little update in the "Did this die?" thread, but instead of listing features I''ll just post a screenshot of one of the GDA GUI''s. You can get an idea of the features from it.. I literally just started working on it a day or so ago, but maybe you can see where it''s headed. I have several pages of improvements and features to add or fix, so we''re looking at around a start of summertime contest. At least this time I have a vision from the very start. The first go around was more of a hybrid of another project I was working on that morphed into the beta contest GDA. Anyway, enjoy and speculate.
Kevin "Khawk" Hawkins
CEO and News Director, GameDev.net
Software Engineer, Raydon Corporation
Author, OpenGL Game Programming Contributing author, Game Development: Tricks of the Trade, "Using the UML in Game Development" Developer Diary

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This might be a stupid question, but will all of the programming functionality from the previous versions still be roughly the same? I ask because I wanted to get involved in the beta contest but just didn''t have time and was wondering if I could be working on a bot between now and the new contest and all my work be easily transferable.

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quote:
Original post by caffeineaddict
This might be a stupid question, but will all of the programming functionality from the previous versions still be roughly the same? I ask because I wanted to get involved in the beta contest but just didn''t have time and was wondering if I could be working on a bot between now and the new contest and all my work be easily transferable.


Roughly, yes, but I expect you will have to make changes no matter what you do. The concept remains the same, however.

I''ll let out more details as I go along. Right now I''m doing some technology experimentation for the various new feature ideas and changes for making things better.

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quote:
Original post by picklejuice
ok ok, so from what I gather gamedev::arena is either a programming or a gaming competition or both?


In a nutshel, you program little cave people to kill eachother with invisible guns. It''s fun.


"Unfortunatly, when I sent the email, instead of writing "Best Regards" I ended up writing "Best Retards." - boolean

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Guest Anonymous Poster
quote:
Original post by Erunama
Will we be able to compile bots from something other than MSVC++ this time? The lack of support last contest was really annoying.

<font color = "#A8A8A8" size = "1" face = "verdana, tahoma, arial, default-sans-serif">|.<a href="http://www.bloodshed.net/">dev-c++</a>.|.<a href="http://www.gimp.org">the gimp</a>.|.<a href="http://setiathome.ssl.berkeley.edu/">seti@home</a>.|.<a href="http://www.dbpoweramp.com/">dbpoweramp</a>.|.<a href="http://www.theonering.net">torn</a>.|.<a href="http://www.weezer.com">=w=</a>.|</font>


T_T

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quote:
Original post by Erunama
Will we be able to compile bots from something other than MSVC++ this time? The lack of support last contest was really annoying.

|.dev-c++.|.the gimp.|.seti@home.|.dbpoweramp.|.torn.|.=w=.|


Well, considering you were able to use other C++ compilers in the beta contest, I imagine you will be able to use other C++ compilers in the next one.

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quote:
Original post by Khawk
Well, considering you were able to use other C++ compilers in the beta contest, I imagine you will be able to use other C++ compilers in the next one.

Ahh, you could? Sorry about the question then. I just remember, somewhat early on in the beta contest, the DLL wouldn''t compile in Dev-C++ (with MinGW). But it makes sense that such a problem was ironed out quickly.

Now I feel bad for dropping out of the contest really early. But I am definitely looking forward to the next one.

|.dev-c++.|.the gimp.|.seti@home.|.dbpoweramp.|.torn.|.=w=.|

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quote:
Original post by Erunama
quote:
Original post by Khawk
Well, considering you were able to use other C++ compilers in the beta contest, I imagine you will be able to use other C++ compilers in the next one.

Ahh, you could? Sorry about the question then. I just remember, somewhat early on in the beta contest, the DLL wouldn''t compile in Dev-C++ (with MinGW). But it makes sense that such a problem was ironed out quickly.

Now I feel bad for dropping out of the contest really early. But I am definitely looking forward to the next one.



Yes, it was fixed. You could download the GDA package from the beta contest and verify that it works.


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Another feature I want to request is Inertia for bots. It is not noticable from bird''s eye view but in an FPS game it is. For exmaple if a bot is standing still and you command it move, it should accelerate until reached desired speed rather than instantly moving at givin speed.

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no No NO! It''s hard enough to do mapping as it is, the last thing we need is to have to calculate how fast you''re actually moving...



(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus

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quote:
Original post by Dragon88
no No NO! It''s hard enough to do mapping as it is, the last thing we need is to have to calculate how fast you''re actually moving...



(Stolen from Programmer One)
UNIX is an operating system, OS/2 is half an operating system, Windows is a shell, and DOS is a boot partition virus


i agree with dragon88

-------------------------------------------------------
A headache, ancillary; an hourglass auxiliary.

"something witty, blah, blah, blah"
--That One Witty Guy (remember? that one dude?)

(author of DustBot)

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I think that over-simplifying the rules from the real world makes the game less interesting.

I mean sure if we turned the screen into (for example) a 12 x 12 grid that would make the programming easier too but it also makes the programs less interesting.

My 2 cents.

Greg

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