IrrLichtRPG - Erring Light
mySQL is a database server. It accepts SQL queries from a database client-- so to support mySQL would mean that my game would have to run on a computer which also has a mySQL server set up with the appropriate tables, etc. etc.
This is fine for a client-server multiplayer game where the mySQL server runs on the server. However, my game is single player, and has no networking, so I do not plan on making the user set up their own SQL server.
I am using SQL-lite because it creates its own SQL server and stores everything to a file. It may be possible to write a 'database manager' class which will sit between the game and the database. In this way, it could be an interface that makes using either SQL-lite or an external SQL server such as a mySQL server transparent to the coder.
I havent started any of this yet as I am just beginning the item coding.
This is fine for a client-server multiplayer game where the mySQL server runs on the server. However, my game is single player, and has no networking, so I do not plan on making the user set up their own SQL server.
I am using SQL-lite because it creates its own SQL server and stores everything to a file. It may be possible to write a 'database manager' class which will sit between the game and the database. In this way, it could be an interface that makes using either SQL-lite or an external SQL server such as a mySQL server transparent to the coder.
I havent started any of this yet as I am just beginning the item coding.
a screen cap is worth 0x100000 DWORDS
0.2.1f-stable
0.5 is out, and I have updated IrrLichtRPG.
0.2.1f-stable not only works with irr0.5: it also has the latest Item System code (which is still in its infancy, but hey, if you want to see a faerie pretend to be an item vessel, here's your chance).
Items on the chopping block for this week:
*Inventory class (holds items and can display itself)
*action: pick up an item into inventory
*action: drop an item
*action: use an item
Also: I have a SourceForge site which was lying around unused. Im starting to move IrrLichtRPG to it, because my GF is complaining I'm bringing too much traffic to her website
http://sourceforge.net/projects/bquestengine/
0.2.1f-stable not only works with irr0.5: it also has the latest Item System code (which is still in its infancy, but hey, if you want to see a faerie pretend to be an item vessel, here's your chance).
Items on the chopping block for this week:
*Inventory class (holds items and can display itself)
*action: pick up an item into inventory
*action: drop an item
*action: use an item
Also: I have a SourceForge site which was lying around unused. Im starting to move IrrLichtRPG to it, because my GF is complaining I'm bringing too much traffic to her website
http://sourceforge.net/projects/bquestengine/
a screen cap is worth 0x100000 DWORDS
Yes, I am looking to set up CVS.
Also; I am using their Task list, I set up a developer mailing list, and I plan on moving my website over. Apparently you can get an SFTP client and its not nearly as big a pain as how I was doing the GTEngine website (where I used batch scripts to run SCP on each folder).
Also; I am using their Task list, I set up a developer mailing list, and I plan on moving my website over. Apparently you can get an SFTP client and its not nearly as big a pain as how I was doing the GTEngine website (where I used batch scripts to run SCP on each folder).
a screen cap is worth 0x100000 DWORDS
IrrLichtRPG on SourceForge (project name bquestengine)
"got that head-nod sh1te that'll make you break your neck,
WOO-HA WOO-HA, I GOT YOU ALL IN CHECK!"
Checked in to CVS, that is. Thats right, IrrLichtRPG now has a CVS tree up on sourceforge. Im using an old project space that never got used, so the URL may seem strange but:
http://www.sourceforge.net/projects/bquestengine/
Get it while its hot.
WOO-HA WOO-HA, I GOT YOU ALL IN CHECK!"
Checked in to CVS, that is. Thats right, IrrLichtRPG now has a CVS tree up on sourceforge. Im using an old project space that never got used, so the URL may seem strange but:
http://www.sourceforge.net/projects/bquestengine/
Get it while its hot.
a screen cap is worth 0x100000 DWORDS
I did a pull myself, and did get everything-- I think its a matter of the files getting propigated to all of the mirrors. I cant see anything in 'BrowseCVS' on the SF website either.
Also, make sure you pull module 'IrrLichtRPG' not 'bquestengine'
My (developer) setup in WinCVS looks like this:
username@cvs.sourceforge.net:/cvsroot/bquestengine
cvs checkout -P IrrLichtRPG
EDIT: I just came home and was also able to check out the IrrLichtRPG module from here (as a developer-- using my SSH key).
EDIT: I can see the IrrLichtRPG module in the Browse CVS page on SF.net now, so I assume you shouldnt have any trouble getting it no.
Also, make sure you pull module 'IrrLichtRPG' not 'bquestengine'
My (developer) setup in WinCVS looks like this:
username@cvs.sourceforge.net:/cvsroot/bquestengine
cvs checkout -P IrrLichtRPG
EDIT: I just came home and was also able to check out the IrrLichtRPG module from here (as a developer-- using my SSH key).
EDIT: I can see the IrrLichtRPG module in the Browse CVS page on SF.net now, so I assume you shouldnt have any trouble getting it no.
a screen cap is worth 0x100000 DWORDS
You can definately do anonymous pulls from CVS now. (verified by BradB)
I have added code to allow a creature to send a 'pick up item' event, and it seems to be working (it prints 'picked up item' when you do this action facing a nearby itemvessel).
Now I need to work on the ItemInventory class, so that I will actually have something to put the Item into. Should take about 3 days, as there is some more planning to do.
I love CVS, but I've sort of become lost-- how do I declare what version my project is in anymore? I used to be able to just name the .zip archives I built every night, but now every file has its own version number..
I have added code to allow a creature to send a 'pick up item' event, and it seems to be working (it prints 'picked up item' when you do this action facing a nearby itemvessel).
Now I need to work on the ItemInventory class, so that I will actually have something to put the Item into. Should take about 3 days, as there is some more planning to do.
I love CVS, but I've sort of become lost-- how do I declare what version my project is in anymore? I used to be able to just name the .zip archives I built every night, but now every file has its own version number..
a screen cap is worth 0x100000 DWORDS
In CVS, you would set up tagging for versions of baselines. This applies a tag to each file at the version of the file.
Look under Revisions->Tags in this doc:
http://ftp.cvshome.org/release/stable/c ... .11.13.pdf
If you used SourceSafe, this would be the equivalent of "pinning". If you have used ClearCase, this is the equivalent of applying a label.
You can then pull sets of files based on the tag.
Look under Revisions->Tags in this doc:
http://ftp.cvshome.org/release/stable/c ... .11.13.pdf
If you used SourceSafe, this would be the equivalent of "pinning". If you have used ClearCase, this is the equivalent of applying a label.
You can then pull sets of files based on the tag.
Crud, how do I do this again?
*crawls out of the dungeon and curses the Day Star*
Ugh.. sorry I've been silent for the past few days. I went into uber coding mode on a side project (Ninja Gaiden for the cell phone) that had a playable demo due today. Good news is, I met my goals for the demo, and now I have been released to roam the countryside in search of women and food once more.
Seriously though, I'll look at finishing implementing the Inventory class, and picking up/dropping items this week. (If I can stomach looking at a compiler, that is.)
grrar.
Ugh.. sorry I've been silent for the past few days. I went into uber coding mode on a side project (Ninja Gaiden for the cell phone) that had a playable demo due today. Good news is, I met my goals for the demo, and now I have been released to roam the countryside in search of women and food once more.
Seriously though, I'll look at finishing implementing the Inventory class, and picking up/dropping items this week. (If I can stomach looking at a compiler, that is.)
grrar.
a screen cap is worth 0x100000 DWORDS
I'm not dead. Im just INSANELY busy.
Working at Blue Label Games (cell phone games), which is a start up. Been doing as much construction work as coding, and pulling 12 hour days 6 days a week.. so as you can see, I havent had much time for anything else.
By next week things should be a little more settled down, and hopefully I can pick up work on IrrLichtRPG again.
Now, back to the grind stone.
Working at Blue Label Games (cell phone games), which is a start up. Been doing as much construction work as coding, and pulling 12 hour days 6 days a week.. so as you can see, I havent had much time for anything else.
By next week things should be a little more settled down, and hopefully I can pick up work on IrrLichtRPG again.
Now, back to the grind stone.
a screen cap is worth 0x100000 DWORDS
Still not dead. Still insanely busy. Same hours as before-- but loving it.
I've got a couple of friends working on a project based on IrrlichtRPG (but in OGRE).. eventually, I'll snag their improvements (such as a better message passing system, the scripting system, and the AI system when they're implmented) and put them back into IrrlichtRPG itself.
Im still keeping an eye on the community, and I'm still available on AIM if anyone needs me.
I've got a couple of friends working on a project based on IrrlichtRPG (but in OGRE).. eventually, I'll snag their improvements (such as a better message passing system, the scripting system, and the AI system when they're implmented) and put them back into IrrlichtRPG itself.
Im still keeping an eye on the community, and I'm still available on AIM if anyone needs me.
a screen cap is worth 0x100000 DWORDS
Well, I've got 1 cellphone title going thru final certification phase before being deployed, 1 title in QA phase (then onto the final phase), and starting development on a 3rd completely new title.
Meanwhile, I've found time tonight to start implementing some stuff in IrrLichtRPG. I wasnt happy with the messaging system (it was just hacked in there to get things working) so I've started putting in a new system. Uses the classes "Listener" and "ListenerRegistry" .. I'll explain later.
This system serves to break up message from having to all channel thru the same path, and it allows messages to be queued up and handled per-cycle, instead of directly when they are created. Eventually, I'll be able to check the current time left in the current frame, and only handle as many messages until I reach that limit-- so rendering doesnt starve if there are too many messages (not a problem I've hit yet.. but I'm thinking ahead).
As always, you can get the latest from CVS on SF.net
Meanwhile, I've found time tonight to start implementing some stuff in IrrLichtRPG. I wasnt happy with the messaging system (it was just hacked in there to get things working) so I've started putting in a new system. Uses the classes "Listener" and "ListenerRegistry" .. I'll explain later.
This system serves to break up message from having to all channel thru the same path, and it allows messages to be queued up and handled per-cycle, instead of directly when they are created. Eventually, I'll be able to check the current time left in the current frame, and only handle as many messages until I reach that limit-- so rendering doesnt starve if there are too many messages (not a problem I've hit yet.. but I'm thinking ahead).
As always, you can get the latest from CVS on SF.net
a screen cap is worth 0x100000 DWORDS
keless wrote:Well, I've got 1 cellphone title going thru final certification phase before being deployed, 1 title in QA phase (then onto the final phase), and starting development on a 3rd completely new title.
Meanwhile, I've found time tonight to start implementing some stuff in IrrLichtRPG. I wasnt happy with the messaging system (it was just hacked in there to get things working) so I've started putting in a new system. Uses the classes "Listener" and "ListenerRegistry" .. I'll explain later.
This system serves to break up message from having to all channel thru the same path, and it allows messages to be queued up and handled per-cycle, instead of directly when they are created. Eventually, I'll be able to check the current time left in the current frame, and only handle as many messages until I reach that limit-- so rendering doesnt starve if there are too many messages (not a problem I've hit yet.. but I'm thinking ahead).
I've currently replaced the GUI event type, all other events are still using the old system. I'll be replacing these one by one. Once this is done, its back to getting the Inventory system finished.
As always, you can get the latest from CVS on SF.net
a screen cap is worth 0x100000 DWORDS