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Search found 261 matches

by prophile
Sun Jan 24, 2010 10:38 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 254592

Re: Subversion Commit Log

Committed revision #1661. ============================================================ Files Modified M src/engine/input.h M src/engine/input.cpp M src/main.cpp Primary Changes Added support in the input manager for handling mice.
by prophile
Sun Jan 24, 2010 8:12 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 254592

Re: Subversion Commit Log

Committed revision #1657. ============================================================ Files Modified M src/engine/audio/audio_descriptor.cpp Primary Changes Fixed a bug where sounds that couldn't be loaded would crash the game.
by prophile
Sun Jan 24, 2010 6:48 pm
Forum: Programming
Topic: Too many "friend"s
Replies: 4
Views: 2624

Re: Too many "friend"s

C++ is unfortunately bad at modelling different 'modules.' It only has the basic set of access types: public, private, and protected. This is problematic when it comes to modular code: we want some methods exposed to other parts of the same module (like OpenGL texture information exposed to all part...
by prophile
Sun Jan 24, 2010 6:40 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 254592

Re: Subversion Commit Log

Committed revision #1655.
============================================================
Files Modified
M src/*

Primary Changes
  • Updated the copyright date from 2004-2008 to 2004-2010.
by prophile
Sun Jan 17, 2010 8:26 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 254592

Re: Subversion Commit Log

Committed revision #1641. ============================================================ Files Modified M HoA.xcodeproj/project.pbxproj D src/engine/socket.cpp D src/engine/socket.h M src/main.cpp M src/main_options.cpp M src/modes/boot/boot.cpp M src/modes/boot/boot.h M src/utils.cpp M src/utils.h M...
by prophile
Sun Jan 17, 2010 7:10 pm
Forum: Technical Issues
Topic: Luabind 0.8.1 does not compile if libboost version > 1.34
Replies: 7
Views: 5249

Re: Luabind 0.8.1 does not compile if libboost version > 1.34

Jastiv wrote:who needs 3d video card drivers for 2d games)
Welcome to 2010, where everybody has 3D video cards anyway, and all software rendering does is lose you performance.
by prophile
Sun Jan 17, 2010 7:05 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 254592

Re: Subversion Commit Log

Committed revision #1639.
============================================================
Files Modified
M HoA.xcodeproj/project.pbxproj

Primary Changes
  • Fixed an OS X build problem relating to the custom shell script used to set up gettext support.
by prophile
Wed Jan 06, 2010 4:12 pm
Forum: General Chat
Topic: Hey there!
Replies: 2
Views: 4553

Re: Hey there!

Pleased to see your enthusiasm! Could we see some of your previous work?
by prophile
Fri Jul 10, 2009 5:07 am
Forum: Programming
Topic: The Allacrost Video Engine -- Part 5
Replies: 210
Views: 65609

Re: The Allacrost Video Engine -- Part 5

RTT needs the FBO extension, and Roots did not want to introduce any use of extensions.
by prophile
Wed Jun 17, 2009 7:10 am
Forum: Programming
Topic: Testing Framework
Replies: 11
Views: 4584

Re: Testing Framework

The extra headache when debugging is not worth it, Jetryl. If anything, a script to run unit tests on commit and abort it if any fail is more worthwhile. (This is what I do with another game on which I work). Unit tests, by design, can be run manually or automatically, and as a quick check to the IE...
by prophile
Sun Jun 14, 2009 7:22 am
Forum: Ideas and Game Features
Topic: Day/night time and lighting change idea
Replies: 8
Views: 9832

Re: Day/night time and lighting change idea

To give an example of how it might work: #include <math.h> typedef float vec2 __attribute__((vector_size(8))); struct KeyPoint { vec2 location; float lightLevel; }; float SelectLightLevel ( vec2 loc, const KeyPoint* points, int pointCount ) { float weightTotal = 0.0f; float lightLevel = 0.0f; for (i...
by prophile
Sun Jun 14, 2009 7:06 am
Forum: Ideas and Game Features
Topic: Day/night time and lighting change idea
Replies: 8
Views: 9832

Re: Day/night time and lighting change idea

You could base day/night entirely on the player's location. Set a few key points in each map, attach a time of day to each and interpolate between them.
by prophile
Sun Jun 14, 2009 2:58 am
Forum: Design
Topic: RPG Mistakes to Avoid
Replies: 11
Views: 10406

Re: RPG Mistakes to Avoid

Are you considering procedural content generation for Allacrost?
by prophile
Tue Jun 02, 2009 2:29 pm
Forum: Programming
Topic: Lua 5.1
Replies: 22
Views: 8803

Re: Lua 5.1

Good.
by prophile
Wed May 20, 2009 2:01 pm
Forum: Programming
Topic: Testing Framework
Replies: 11
Views: 4584

Re: Testing Framework

I'd suggest it would be better to use a preprocessor macro to enable or disable testing functionality. No separate application to jam into the build process.
by prophile
Fri Apr 24, 2009 6:43 pm
Forum: Programming
Topic: Lua 5.1
Replies: 22
Views: 8803

Re: Lua 5.1

They're both easily small enough to include with Allacrost.
by prophile
Sun Mar 15, 2009 5:12 pm
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 51023

Re: Getting gettext & translation into Allacrost

This is why you should have used UTF8 :)
by prophile
Wed Feb 25, 2009 5:23 pm
Forum: Programming
Topic: Software, libraries, configuration on Linux, Windows and Mac
Replies: 6
Views: 3107

Re: Software, libraries, configuration on Linux, Windows and Mac

I develop mainly on Mac OS X. My development falls into three main avenues: web development, for which I typically use PHP, MySQL or PostgreSQL, and a mind-boggling array of bits and pieces that go with it including Smarty, APC, Memcache, GD, and such. I use Apache 2 for the web server. For my "Desk...
by prophile
Sun Jan 18, 2009 10:10 am
Forum: Programming
Topic: Distance attenuation in the audio engine
Replies: 2
Views: 1970

Re: Distance attenuation in the audio engine

The velocity and orientation are unnecessary extra cruft in the audio system, as is the third component since the engine is 2D-only. I agree with the getters/setters using two floats. Alure can decode more formats and simplifies the code we use, because more code on our part generally means more mai...
by prophile
Sun Jan 18, 2009 9:23 am
Forum: Programming
Topic: Distance attenuation in the audio engine
Replies: 2
Views: 1970

Distance attenuation in the audio engine

It seems the audio engine already has function for specifying listener position, velocity and orientation in 3D, and the same for source position and velocity. If there are no objections, I'd like to remove the velocity and orientation components and the third element to both position elements. This...