Developers Needed
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Chili noticed me to the forum here that there was something interesting for me and i am glad he gave me the link
I am interested in the project, alltough i am atm a student which can code and still learning coding. I have also moddeling experience (see shrouded worlds mod). The languages which i know how to use are:
- C++ (not in combination yet with directX)
- C#, XNA (Managed directX)
- Java
- PHP
I have also MS SQL 2005 and XML experience if your also interested in that lol.
Alltough my point is that i am not sure if i am allready skilled enough to work in a project like that since i am still a student. I will hear if you are interested in me
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**Actually you have several qualifications that would apply to this project.
For the time being I will be doing the main programming stuff. I do need a custom model format loader though stored in a separate class.
So for what you have listed, this is what will be used….
C++
PHP
Also, possibly simple HTML for a stats page for the players.
SQL - very good chance it will be used, I just don’t have a clue how to write code for it. I was thinking along the lines of being able to maintain your empire from a website, with the data being updated by the main server.Not used
C# - I simulate c# by using classes so it really is unnecessary
Java - not a clue what it could be used for, plus it is too slow for anything but web usage
XNA - too limiting, many of the features of DX haven’t been fully added into it yet, plus I will be using a custom model format that is binary based, not text based. Right now I am using simple DX text models which I have been using for years.If you wish to make addition DX features, I can show the standardized layout I am using. It consists of about 7 to 10 routines that allow very easy inclusion into the main renderer. I just plug in the call for it and it automatically works like it supposed to.**
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Your right about XNA. It is indeed limiting + the networking part is very restricted to microsoft membership stuff. Alltough, what i like about XNA is that it is an easy step up to learn some game things (like matrices, vector etc). What i ment to say was that i know some of those things
But btw, if you think i could be an addition to the team, count me in
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**As far as networking, I am using Winsock 2.0. I am not using any form of DX networking in it. This way I have complete control over every aspect of the packet delivery system. Plus I can choose whatever ports I want to use and it works alongside any DPlay server (such as FL Server).
The only things I am using from DX is the rendering ability and keyboard input from DirectInput. Everything else is part of the game.
Also, game play suggestions are still welcome from everyone
El, plz register on the GE website listed in the first post, thx!**
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*registered
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New screenshots done today
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**The GE game engine has been added to the forge, plz post your suggestions and comments for the game engine.
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I have to say, I wish knew half of what you guys know and can do! Seriously even what you have written is foreign to me. C++??? C plus what? Another plus? Pfft… your maths is terrible!
Seriously mate, its looking amazing.
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**Hehehe, I’m just waiting for when they bring out C#±=, then I will be happy.
Programming is really built upon study and exercises, most languages now are quite similar in command structure. One of these days you will probably try your hand at it.
@ Jong, no, the collision files I will be using is a simplified mesh of the main mesh. I don’t need all of the extras that a sur file has. The first collision routine will be a ray-cast tester for items within a spherical collision range. Plus I also have a high-speed collision detector I came up with a few years ago for square meshes (ie heightfields). It can test approx 5000 collisions every 30th of a second. How I did it was to reduce the testing down to 2 faces. The mesh has to be square (as in a rectangle) shaped in at least one dimension, typically on the Y plane.**
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@Lancer:
@ Jong, no, the collision files I will be using is a simplified mesh of the main mesh. I don’t need all of the extras that a sur file has. The first collision routine will be a ray-cast tester for items within a spherical collision range. Plus I also have a high-speed collision detector I came up with a few years ago for square meshes (ie heightfields). It can test approx 5000 collisions every 30th of a second. How I did it was to reduce the testing down to 2 faces. The mesh has to be square (as in a rectangle) shaped in at least one dimension, typically on the Y plane.
You meaning that, if my model only use one group, then I can use your simplified mesh collision files tool too ?
Because all my models only use one group, so if that, may you can share your tool let me use ? ;D
I have more than 200+ of model need to redo SUR files. :-[
If I misunderstand your meaning, excuse me for bothering your work.
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**This is the first test version of the game engine I have been developing.
It is less than 6 months old so don’t expect miracles.**
http://www.galaxyempire.com/modules.php?name=Forums&file=viewtopic&p=59#59
If you wish to become a developer, wander on over to http://www.galaxyempire.com