InFine And Doomsday 2.0
Posted by danij in Blog, Engine, Games, Version 2.0 on June 17th, 2010
Lets discuss the future of InFine and its place in Doomsday 2.0 In my opinion the way forward is to move the “backend” of InFine (i.e., object management and element drawing) into the engine where they can be tied in with stuff like the composite fonts and SVG (plus splines when I get around to it). The script interpreter should obviously be folded in with Doomsday Script but that can wait until after Beta 7.
(Edit) Progress update on this project: Read the rest of this entry »
Camera Objects: Brainstorming
Posted by danij in Engine, Games, Version 2.0 on May 6th, 2010
A quick inspection of the current state of multiple local player support in the Beta6 branch reveals it to be mostly working. All UI and HUDs are now handled independently and rendered correctly. In fact it seems (other than the unified networking side of things) the only remaining hurdle is the camera interpolation/smoothing and per-frame parameters such as the view filter, which now need to be handled independently for each (local) player/viewport.
Next step for this as I see it is to separate the concepts of player/camera in Beta6.11
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Forthcoming Beta 6.10
The plan was to release Beta6.10 today, May 2nd 2010. However I’ve been unable to complete all the work I had planned for this release. As such I would like to postpone the release for a couple of days.
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Preparing Beta 6.9
I think we should release Beta 6.9 shortly/soonish. I can do the OS X build, DaniJ are you up for the Windows one?
The Beta Situation
Posted by skyjake in Engine, Releases, Version 1.9, Version 2.0 on February 5th, 2010
It has been quiet on the Beta 6 front lately, and I thought it would be good to clarify the situation a bit. Going forward, I would like to start a more aggressive push toward Beta 7, which means getting the fundamentals of deng2 up and running. This will lay the necessary foundation for fixing all of the biggest problems present in Beta 6, namely the mess with multiplayer functionality, broken demos, game-side savegames, and the rigid definition language.
Consequently, I’ve updated the release date of Beta 6.9 to “1st half of 2010″. In practice, if something critical comes up we will make an update, but barring that we will focus on Beta 7.
As to the status of the Beta 7 work, personally I’m going through jDoom and updating the handling of objects and other thinkers so that they use the primitives provided by deng2. DaniJ is looking at the handling of map data using deng2. Once this work is complete, we can start building the over-the-network map update mechanism (evolution of DMU), which will take care of communicating changes in map, object, thinker, and other game state between the server and the clients. Simultaneously, this work (serializing map data) will allow us to handle savegames and demos in a much more elegant way than before. The core of the new definition (i.e., script) language already exists — the next steps on that front are more related to deciding on how to organize the scripts that contain map objects/etc. definitions.
Revising Clientside Sound Sources
Posted by danij in Beta 7, Engine, Version 2.0 on December 30th, 2009
As you know I am in the process of refactoring the runtime map representation and am currently in the middle of a total overhaul of Sector Plane management. In the process I couldn’t help but notice that the handling of client-side sound sources (e.g., sounds emitted from mobjs, sectors, polyobjs etc) is really rather cumbersome…
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Unprecedented Bandwidth Consumption
No doubt you will have noticed that over the past week dengine.net has frequently been unavailable to us exceeding our host’s bandwidth limit. Our current limit is 5000mb per month and that is inclusive of http, ftp, email and other traffic.
Over the past week however certain individuals decided to drain that capacity, each downloading over a gig of data in a single session.
Clearly the current situation cannot continue.
MP3s From WAD Lumps
Today I’ve been looking into the reported problems with non MUS/MIDI music loaded from WAD lumps. I am testing with the in-development 1.9.0-beta6.8 release which under Windows has seen SDL_mixer updated to the latest version; 1.2.11.
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Binding Event Sequences
Posted by danij in Engine, Games, Version 2.0 on November 12th, 2009
Currently I’m in the process of fixing the problems with the chat widget vs the cheat code responder.
It occurred to me that the cheat code entry could be generalized to the concept of an “event sequence” that could be handled by the engine’s event binding system. Cheats are conceptually similar to the existing “double forward equals “use”" symbolic event binding.
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Scan/NVIDIA “Performance Day #2″
Today is the day of the Scan/NVIDIA Performance Day #2, which I plan to attend. Whilst there I intend to try out their 3D Vision stereoscopic 3D solution for myself. I’m quite looking forward to it and hopefully it should be fun day in general.
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