Author Topic: Coders HERE!!  (Read 26826 times)

ttsmj

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Coders HERE!!
« on: 1 July 2008, 19:27:29 »
tell others how good you are in c++!

noob
beginner
advanced
pro
« Last Edit: 2 July 2008, 20:51:52 by ttsmj »

ttsmj

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« Reply #1 on: 2 July 2008, 20:51:33 »
ttsmj - beginner
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

jrepan

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« Reply #2 on: 3 July 2008, 10:13:24 »
jrepan - advanced
« Last Edit: 1 January 1970, 00:00:00 by jrepan »

Omega

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« Reply #3 on: 3 July 2008, 20:22:57 »
omega - beginner
« Last Edit: 1 January 1970, 00:00:00 by omega »
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

hailstone

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« Reply #4 on: 4 July 2008, 14:10:46 »
hailstone - intermediate/advanced
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
Glest Advanced Engine - Admin/Programmer
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orion

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« Reply #5 on: 4 July 2008, 16:48:34 »
orion - very beginner :D

PS: now sticky'd
« Last Edit: 1 January 1970, 00:00:00 by orion »

chezz

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« Reply #6 on: 5 July 2008, 11:12:05 »
chezz - complete begginner.... but willing to learn  :D
« Last Edit: 1 January 1970, 00:00:00 by chezz »

hailstone

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« Reply #7 on: 6 July 2008, 10:52:05 »
Welcome to the forum chezz.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
Glest Advanced Engine - Admin/Programmer
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ttsmj

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« Reply #8 on: 13 July 2008, 18:22:49 »
Now, code guys, do anybody have an idea how to implement GLESTIMALS in the game?

Animals must be enemies with every player
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

Idanwin

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« Reply #9 on: 19 July 2008, 15:06:21 »
Idanwin - beginner
I don't think they should be enemies ... they should be neutral.

[Yep, otherwise, they would rush every player in the first 5 seconds. - @kukac@]
« Last Edit: 1 January 1970, 00:00:00 by Idanwin »

ZaggyDad

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« Reply #10 on: 21 July 2008, 04:21:29 »
No. They should be enemies. Even with each other. But they would just send in like one guy, of a small pack of wolves once in a while. They would just be a slight annoyance. And there's nothing wrong with a few animals attacking once in a while.

And btw, ttsmj, the Glestimals ARE NOT READY TO IMPLEMENT.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

Alexfolland

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« Reply #11 on: 26 July 2008, 23:02:27 »
alexfolland - beginner
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Idanwin

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« Reply #12 on: 27 July 2008, 12:36:19 »
Wolves sound nice.
But most animals should only attack when someone enters  their territory.
That is what I meant with 'neutral'.

I also think there could be wildmen/outlaws that really do attack everyone.

Idanwin
« Last Edit: 1 January 1970, 00:00:00 by Idanwin »

Ayrin Greenflag

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« Reply #13 on: 28 July 2008, 10:22:42 »
i'm not good in c++ but i think animals must be set as own race with a different aggressivity skill so someone will flee and someone will attack...some player could also be able to train animals and use them in battle (this could be done by the metamorphosis ability if train success trainer will became a wolf lord for example)
« Last Edit: 1 January 1970, 00:00:00 by Ayrin Greenflag »

@kukac@

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topic
« Reply #14 on: 28 July 2008, 10:35:00 »
The wolves only attack in packs, the elephants will flee whatever happens... You want to code it all?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

omi

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Re: Coders HERE!!
« Reply #15 on: 21 October 2008, 12:46:51 »
Hello,
I am c++ programmer with several years of commercial experience.

    Advanced skills c++ programming.
    Basic/Intermediate knowledge of DirectX.

wciow

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Re: Coders HERE!!
« Reply #16 on: 22 October 2008, 17:32:08 »
Hi Omi, welcome to the Glest forums and GAE project. We're happy for anyone to contribute, also anyone who can work with the graphic/rendering side of the engine is especially welcome  :D
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

hailstone

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Re: Coders HERE!!
« Reply #17 on: 24 October 2008, 12:41:43 »
Welcome.  :)
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

mapmaker

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Re: Coders HERE!!
« Reply #18 on: 25 October 2008, 07:19:06 »
mapmaker - newb :(

eserlxl

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Re: Coders HERE!!
« Reply #19 on: 4 November 2008, 12:12:21 »
hi and thank you to all Glest players&developers, I'm a new member and this is my first message in this forum,
I have a high experience in C coding and some C++ knowledge. I will be glad if I can help the Glest Game.

titi

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Re: Coders HERE!!
« Reply #20 on: 5 November 2008, 08:24:22 »
welcome!

I'm shure we have a lot to do for you... :)
please contact daniel santos and ask him what you can do.
the contact is:
Contact Daniel Santos daniel nospam_please_dot santos at pobox nospam_please_d0t com.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

hailstone

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Re: Coders HERE!!
« Reply #21 on: 5 November 2008, 08:28:18 »
Quote
I'm shure we have a lot to do for you... :)
Yes. Contributions are very welcome. Are you experienced in a particular topic?
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

eserlxl

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Re: Coders HERE!!
« Reply #22 on: 5 November 2008, 15:52:06 »
In fact, I'm just about to complete B.S. degree at METU Aerospace Engineering Faculty - Ankara/TURKEY. Here, at control&avionics laboratory mathematical models&simulations are developed for UAVs and helicopters such as UH-1H, AH-1S.And my contribution is integrating the mathematical models with FlightGear on PARDUS(a linux distro) for two years. Within two-three years, I learned C coding and some C++ knowledge,some Linux operating system knowledge(about to prepare a synaptic packet system manager called Pisicik for PARDUS ), advanced in programming with GTK+-2.0 and TCP/IP communications between various operating systems(QNX-PARDUS-WINDOWS) to plot real time flight data from FlightGear. I'm also interested in AI development in FlightGear and I completed the infrastructure of this job. I'm planning to complete multiplayer version of our UH-1H helicopter simulation.We will deal with turbulences occured from the interraction between two helicopters flying using this simulation. Also I have some experience with 3ds Max Studio 2009. With the 3ds helicopter model and the project team's efforts, we've won the best new entrant award of this year's AHS competition.

If we come to Glest case, I like Glest as a strategy game very much. Before, I wrote an AI script for Age of Empires II, but Glest is different. The open source manner is very useful and Glest is very friendly for modders. Therefore, I'm also tried a modding and  created a new faction called Mu two days ago. I'm planning to announce it on this forum,too. However, even for nicest moddings, if AI is not designed then it cannot be an enjoyable game. Therefore, I'd like to design Glest AI and also with some TCP/IP knowledge, I will contribute to the multiplayer version of this game.

daniel.santos

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Re: Coders HERE!!
« Reply #23 on: 5 November 2008, 19:46:42 »
ooh, nice :)  The main problem I think right now is that the source code is not well documented.  Maybe that's an area I need to focus on a bit more.  But I can at least run Doxygen and publish the current GAE API docs (limited in actual content as they might be) on the web site to help.  Maybe I can write up some brief introduction to Glest/GAE sources as well.

eserlxll, I'm considering using ODE for the proposed physics functionality (in the GAE 0.3 planning thread), basically, at this point, it's just tossing rigid objects around, but later, I would like to use skeletal-based animations rather than just statically rendered models, if you have any opinions, I would be interested to hear them (I've never used a 3rd party physics engine).  I'm actually also investigating ogre3d, but not very seriously at this point.

As far as AI is concerned, almost all of the functionality is contained in the glest_game/ai directory.  I say almost all, because I've added a number of auto-commands that really venture into the AI territory, but they effect both human and computer players.  For instance, units that can repair (or heal) other units now have an auto-repair setting that can be toggled on and off in game by clicking a button at the bottom of the button list.  When active (the default) if the unit is idle and sees another unit they can repair, they will automatically get to the task of repairing that unit and when they see no more damaged units that they can repair, they will return to where they were when they first saw a damaged unit.  However, if a unit that cannot attack sees an enemy unit, they will flee and the monks in the FPM tech tree do not have any attacks.  I didn't want them leaving the battlefield, so I coded some functionality that would cause them to stay if there were any friendly military units nearby, but attempt to position themselves so that the friendly military unit is between them and the enemy (and this isn't perfect by the way, but it seems to do "well enough for now").  So that's probably more advanced AI than what most RTS games would give the human players, but I felt that it was necessarily to keep units doing what human players would like for them to do so they can focus on more important matters of how to win the game.  But other than that type of functionality, all other AI code is in the glest_game/ai directory.

Omega

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Re: Coders HERE!!
« Reply #24 on: 7 November 2008, 18:39:51 »
Can I change my answer?

I'd say I'm intermediate now, while I can hardly go beyond the console window, I can do much of the math, and responses, and I can do slightly more complexe functions with 'hotkeys'.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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