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Tue Sep 26, 2006 7:16 pm chuck_starchaser  |
| User forums |
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General
Anything related to the subject of this site that doesn't fit in the other forums.
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Fri May 18, 2012 3:03 am cjkjljb  |
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Engine feature proposals
Wish, and it may happen... (please submit intelligent proposals, detailed, justified, and spelling/grammar -checked ;-)
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Mon Mar 12, 2007 8:56 pm klauss  |
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Content creation tool proposals
Wish, and it might happen...
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Wed May 26, 2010 7:02 pm nphillips  |
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News/Current state
Where are we at? Find out here.
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Sat Dec 23, 2006 8:09 pm chuck_starchaser  |
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General programming and language
"Real Men code in Assembler" read the title of this long flame thread at comp.lang.c++ ... Bring it on! Or why garbage collection is for sissies...
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Tue Feb 20, 2007 3:32 pm nphillips  |
| Mods: Tadpole |
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Tadpole: Starship and Spaceport Design
Sandbox for Spaceships and other modelling/texturing and concept art.
Moderator Tadpole Administrators |
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Sat Jul 04, 2009 7:55 pm nphillips  |
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Modelling/texturing References
Need ideas for a ship's power plant, thruster or airlocks? Here there's tons of references to existing or planned contraptions... As well as links to photos of materials that could be used in (or inspiration for) texturing jobs...
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Sun Mar 11, 2007 1:53 pm chuck_starchaser  |
| Pre-development planning and discussion |
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Coding standards and styles
So that everything looks neat, uniform, and WORKS :D
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Thu Nov 09, 2006 8:24 am chuck_starchaser  |
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General architecture
How to break up the thing into threads, class hierarchies, folders, namespaces; and general planning.
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Wed Jan 04, 2012 6:08 am Alec11  |
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Coordinates
Hierarchical coordinate system, hopping "world coordinates", numerical representations, Z-buffer blues, measures and scales, moving frames of reference and physics, etceteras.
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Fri Sep 29, 2006 5:23 pm chuck_starchaser  |
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Pseudorandom seeds, noise, etc
Seed values and algorithms for the creation of anything from galaxies to pebbles and moskitoes.
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Tue Nov 14, 2006 11:29 am Zeog  |
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Planet genesis
Plate tectonics, composition, weather, water flow, meteorite hits, soil and rock, flora, fauna, cities, roads, railways... Plus, data representation. From off-line generation, to 'on system entry' generation, to real-time generation and display.
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Sun Oct 11, 2009 5:55 pm chuck_starchaser  |
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Physics and collision
And contact, and friction... Kind of go all together; don't they? I mean, physics without contact is rather trivial...
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Wed Feb 14, 2007 3:05 pm klauss  |
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Damage
Damage types, power and energy, strength and hardness, and graphical representations.
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Tue Sep 26, 2006 5:22 pm chuck_starchaser  |
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Game AI
AI that relates to game-controlled opponent factions: General strategy, C3I, fleet tactics, etc.
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Unit AI
Enemies or wing-persons: How to make units react believably. Neural networks; genetic algorithms, field of view, etceteras.
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Language AI
Chat bots, contextual grammars, speech recognition and synthesis, etceteras.
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Materials and shaders
Unfortunately, this overlaps with fractal geometry algorithms, etc, as materials may imply form, such as is the case with rock crystals, or plant material for that matter. For many rock types, we'll need sub-surface scattering, btw. Fortunately, we could do the "form" part of a material in the vertex shader...
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Tue Mar 13, 2007 4:43 am nphillips  |
| Development forums (programmers only, please) |
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Development plan
A dynamic development plan, ---or "Smoothly-Moving Targets" :-D
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Sun Oct 22, 2006 5:39 pm chuck_starchaser  |
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Ogre on a thread
All discussions pertaining to Ogre-on-a-Thread development.
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Mon Nov 13, 2006 5:53 am chuck_starchaser  |
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The game modder's perspective
Brainstorming about the engine's interface from the modder's perspective. I'm a modder; I've just downloaded the Deeplayer engine; now what do I do? (Reading the manual is out of the question, of course ... ;-)
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To do
Things that have been planned, discussed, settled on, and just need to be done...
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Mon Sep 25, 2006 2:44 pm chuck_starchaser  |
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.plan
Individual developers' diaries and plans
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Tue Oct 17, 2006 4:45 am chuck_starchaser  |
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Contributions
New code and patches, until we get SVN setup, or even after it is setup, for those who can't or won't SVN...
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References
Links to manuals, API references, tutorials, repositories, bibliographies, on-line ebooks, wikis, etceteras --for the engine's developers.
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Sat Sep 29, 2007 11:48 am chuck_starchaser  |
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The Shelf
Got code that's not suitable for comitting but which you'll need to reference later, or fear you might not find it when you need it? Just throw it on The Shelf.
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Mon Sep 25, 2006 4:06 pm chuck_starchaser  |
| Cool stuff |
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C++/Assembler jewels
Coded a great little thing? Found an ultra-smart piece of code? Show us.
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Thu Jan 05, 2012 5:47 am Alec11  |
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Cool models
For links to awe inspiring ships and whatnot.
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Cool textures
For links to great textures and materials and libraries.
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Wed Sep 27, 2006 5:50 am chuck_starchaser  |
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Cool math and algorithms
... and ideas, like using bubble-sort to update sorting in highly pre-ordered containers, etc.
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Thu Mar 13, 2008 12:05 pm chuck_starchaser  |
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Cool anything else
Related, of course...
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Sat Dec 05, 2009 10:08 pm chuck_starchaser  |
| Off topic |
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Spammers Welcome here (human only)
Make'ya a deal: Post your spam in this forum, and your posts won't be deleted for 7 days. (Anywhere else it will be gone (and you'll get banned) almost instantly. And NO url's in profiles allowed. Got it?.) Users, please check out these nice spammers' spam, and don't click on spam posts elsewhere.
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Off topic topics
You can even discuss Adolf Hitler here...
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Sat Apr 28, 2012 8:09 am rerydter  |
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Jobs
Anyone offering jobs or looking for them (posts deleted automatically after 30 days)
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Sun Jan 07, 2007 12:31 am ori  |