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Posted: Tue May 22, 2007 8:03 pm
by HSharp
@Mr. Kltplzyxm

That kind of talk aint motivating /sad.gif" style="vertical-align:middle" emoid=":sad:" border="0" alt="sad.gif" />

Nice thing with Python is that it comes with a nice open-source engine.

To be honest you dont need a person who specialises in one language really, Java, C++ and XNA are all pretty similar its just syntax and a different API, Python actually seems a lot more simple almost seeming to reduce the need for syntax so should be easy to learn, I might try once my exams are over.

Also we dont need Mechs, I can actually see Mechs being harder to code and implement, much easier to stick with infantry, tanks and aircraft.

Still would be nice if there was someone with experiance...but youve got to get started somewhere

Posted: Tue May 22, 2007 8:18 pm
by radruin
HSharp wrote:QUOTE (HSharp @ May 22 2007, 04:03 PM) Also we dont need Mechs, I can actually see Mechs being harder to code and implement, much easier to stick with infantry, tanks and aircraft.
Mechs shouldn't actually be any harder to model than infantry; both would be the most difficult in that they have joints and stuff, while ground vehicles, at the most, have rotating/swiveling wheels and gun turrets. Code-wise it shouldn't be any more difficult than anything else. 'Sides, I like mechs lol. But really, it's up to everyone once I get the foundation down.

Posted: Tue May 22, 2007 8:56 pm
by Kltplzyxm
HSharp wrote:QUOTE (HSharp @ May 22 2007, 01:03 PM) That kind of talk aint motivating /sad.gif" style="vertical-align:middle" emoid=":sad:" border="0" alt="sad.gif" />
Well it wasn't supposed to be really. Look, in my folly, I've tried to do the same as to what you're attempting. Twice I tried helping some people I know create a game kinda like Allegiance, and the last was an attempt at creating an online gaming/educational site that just fizzled. The last one I quit my job and was working on it full-time with one other doing things in flash that are much more simple than pac-man. I have a MS degree in Computer Science and have been working in the industry (not games tho) for almost a decade, so don't think that I know nothing about the subject. I did work at 7th Level as a summer intern once as well. I did their lip-syncing for a childrens video game from english into japanese called "Tuneland" or something like that. Howie Mandel did the voice for Little Howie in the english version. Kind of an odd experience now that I think about it.

Anyways, my experience with game engines is really dated - I don't know how easily you can code them. But even if you used the easiest of languages (Python, Perl, etc etc) it doesn't remove that fact that you need a good software design. I haven't used Python, but have done some Perl in the past and shell scripts of course. If Python is anything like Perl (which I think it is), it's my opinion that most scripting languages are a nightmare to maintain. Java is nice as it's well laid out and everything is object oriented. If designed well, Java is fun to code in and not hard to maintain but the drawback is that you take a performance hit. C/C++ is the most flexible, most powerful but also the most demanding as a programmer and sometimes really unfriendly /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />.

I do software architecture for stuff related to my day job, but I would hesitate to say I know how to architect a 3-D sim properly. I have some ideas on how to do it but Perhaps one of the guys here in Alleg who does such can help you, if not I would seek those books that cover such topics. I think there are a few out there. You will need to read those as well. Anything about software designing for games would help you alot I think.

In the end, I'll just say go for it. Try hard and do it. Even if I was unsuccessful, I learned alot of about project management and got some business sense out of my attempts, so I don't really regret it at all.

Posted: Tue May 22, 2007 11:19 pm
by HSharp
Radruin wrote:QUOTE (Radruin @ May 22 2007, 09:18 PM) Mechs shouldn't actually be any harder to model than infantry; both would be the most difficult in that they have joints and stuff, while ground vehicles, at the most, have rotating/swiveling wheels and gun turrets. Code-wise it shouldn't be any more difficult than anything else. 'Sides, I like mechs lol. But really, it's up to everyone once I get the foundation down.
Course it will be more difficult, depending on how realistic you want mechs to be, I mean you could just have it like a larger infantry model but you could also go with shooting off weapon hardpoints, getting the mech knocked down, disabling limbs....headshots.... now I didnt say how much more difficult though /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> you could do the same for infantry and just make the mech a giant infantry model

@ Mr.K

I dont think this is going to be like a 6-month project, there have been plenty of other projects with far more experienced people which after 5 years are still not finished (Xenocide will be done "soon"....oh so very "soon"). And the project is barely started, Python and Blender might not be the final product (Blender looks very high-end and sophisticated).

Also Python is a programming language, Blender incoroporates its own scripting language in its engine with Python. Also an alternative to Python is Jython....il give you a guess to what the J stands for /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> .

For the most versatile programming language (powerful, easy to use) I would go with XNA but Blender seems pretty $#@!ing cool. Hopefully this project will get interest and with a bit of hard-work and time it could be a reality /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

Posted: Wed May 23, 2007 1:49 am
by radruin
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Alright, it took me over an hour, but I have sorted through this entire thread, all 19 pages, and deleted the irrelevent stuff, and it's now 9 pages. Everybody totally owes me now; I'll bill ya later.
I'm now locking this thread.
Further discussion will now be conducted in different threads.
Thanks for your patience in reading all 9 pages of this. I hope it catches your interest.

BTW: All posts with relevant substance have been left in, even if it was contradictory, outdated, or redundant, just to give everyone an idea of the progression of ideas.

~Rad
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