[epiar-devel] Programmer wanted to add multiplayer capabilities to game
Maoserr
maoserr at gmail.com
Sat Dec 26 07:42:09 PST 2009
1) Windows compilers: You can use the free compiler that comes with
windows platform SDK (this is probably the best choice:
http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&displaylang=en),
or MinGW + MSYS. If you use the Windows Platform SDK, you can try using
the visual c++ express edition or go command line. We currently only
offer Visual Studio Project files, so I am not sure if the express
editions are supported correctly, I do maintain separate cmake makefiles
for the current command line nmake program, but everything's in flux as
we're in the middle of a merge so things are probably broken. I would
like to offer support for Borland, Open Watcom, and Digital Mar, but that
is very low priority. If you want alternative IDEs, try CodeBlocks or
CodeLite. (Note: if your're unfamiliar with CMake, it can be a very
confusing process to learn, I can also offer project files for CodeBlocks,
CodeLite, but you will have to have the third party libraries already
compiled)
2) Runtime exception: If you're running the latest version of Epiar from
git, it is probably a runtime exception generated by the new and
relatively untested quadtree code, I am still in the middle of sorting out
all the merge issues on windows, so that'll get fixed along with
everything else. Unless of course you mean you downloaded the 0.5 version
from the website, which is VERY VERY old.
On Sat, 26 Dec 2009 06:21:52 -0500, Uri Even-Chen <uri at speedy.net> wrote:
> Hi Matt,
>
> Thanks for your email. I would like to know which compiler you are
> using, I'm using Windows XP and I don't have a compiler. Also, please
> read my report of the run time error I received when executing the
> program from my computer. I'm not familiar with Lua. Please notice
> I'm not using Linux, so I don't think I can use the autotools method
> you wrote. I will try to connect to your channel on IRC.
>
> Thanks,
> Uri Even-Chen
> Mobile Phone: +972-50-9007559
> E-mail: uri at speedy.net
> Blog: http://www.speedy.net/uri/blog/
>
>
>
>
> On Sat, Dec 26, 2009 at 12:49 PM, Matthew Zweig <thezweig at gmail.com>
> wrote:
>> Hi Uri,
>>
>> We're very interested in any help you're willing to give.
>>
>> The Epiar engine is written in c++ whereas a lot of the gameplay is
>> written in Lua. The C++ is written far more like Java than C, but I
>> don't think that we're using too much of the arcane bits of C++. Lua
>> is a really simple language to learn; simple and well documented.
>>
>> Your first steps should be to get a working copy of Epiar working on
>> your development system(s). If you have any questions or problems, let
>> us know either via this email list or joining the IRC channel #epiar.
>> We have some documentation in the codebase (BUILDING, INSTALL, etc)
>> read it to see if it helps and let us know if they help. A lot of
>> Epiar documentation is incomplete at this point.
>>
>> We're using git for our source control though we recently converted
>> from svn. Download the source from
>> http://github.com/knowknowledge/Epiar using:
>> git clone git://github.com/knowknowledge/Epiar.git
>> I suggest that you also make a github account and fork the Epiar
>> project.
>>
>> We have two different build methods: GNU Autotools and MSVS. I suggest
>> autotools:
>> ./autogen.sh
>> ./configure
>> make
>> While I know that this works fine on my computer, I don't know if it
>> has been checked in Linux/Windows in a few days. Different compilers
>> will raise different errors and warnings and I know that I've failed to
>> do proper casting in the past.
>>
>> We use a few different libraries that you will likely need to install:
>> SDL, SDL_Image, SDL_Mixer, libxml2, FreeType2, and ftgl. I would
>> expect any others to already be installed (png support for example),
>> but let us know if you have any issues.
>>
>> Once you've got everything up and running, you can check out our trac
>> page ( http://www.epiar.net/trac ) for the tickets that we're currently
>> working on. If you're interested in grabbing one of these tickets,
>> send something out to this list first. A few of the tickets may be out
>> of date, already addressed, or pushed back until later development.
>>
>> If you want some simple task to get your feet wet:
>> (easy) Figure out how the Ship models work and add a new model
>> for the Shuttle png. Either make it the default ship that the player
>> starts with or make sure that you can buy it in the 'store' (Press 's'
>> in the game.)
>>
>> or
>>
>> (medium) Figure out how the Radar works and how Lua and C++
>> communicate. Figure out how to bind(register) keyboard keys to Lua
>> functions. Add some simple zoom-in / zoom-out functions and tie them
>> to either + / - or 1,2,3, etc.
>>
>> or
>>
>> (hard) Figure out how projectiles work. Add some Lua brains to
>> the Missiles and Torpedos (but not lasers or guns) so that they
>> 'heat-seek' towards the closest ship (that isn't the ship that shot it
>> in the first place).
>>
>> Thanks,
>> ~Matt Zweig
>>
>> On Dec 26, 2009, at 1:47 AM, Uri Even-Chen wrote:
>>
<snip>
>>
>>
>> _______________________________________________
>> epiar-devel mailing list
>> epiar-devel at epiar.net
>> http://epiar.net/mailman/listinfo/epiar-devel
>>
>
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