[epiar-devel] Programmer wanted to add multiplayer capabilities to game
Uri Even-Chen
uri at speedy.net
Thu Dec 31 10:48:56 PST 2009
Hi,
I downloaded and installed MinGW and MSYS, but I don't know how to
work with those programs. It seems too complicated to work on this
project. I think I will give up. If you compile an executable
program for Windows let me know, maybe I will download it and try to
execute it. But I can't build and compile the program from scratch.
Thanks,
Uri Even-Chen
Mobile Phone: +972-50-9007559
E-mail: uri at speedy.net
Blog: http://www.speedy.net/uri/blog/
On Wed, Dec 30, 2009 at 1:07 AM, Christopher Thielen <chris at epiar.net> wrote:
> Hi Uri,
> The best GNU environment for Windows is called MinGW. That's the name of the
> compiler project. Additionally, because GCC works well when you have
> Unix-style shell scripting, there exists a lightweight Unix environment for
> Windows, designed for programming with GCC, called MSYS. You can find both
> of them here: http://www.mingw.org/ . More specifically, you can download
> the needed files (it's completely free, legally) here:
> MinGW (install first): MinGW-5.1.6.exe
> Then install MSYS: MSYS-1.0.11.exe
> It should take a relatively small amount of space, completely guessing,
> maybe 150 MB (that includes all the C/C++ development libraries and standard
> libraries).
> Once you've got MSYS up and running (it's a command shell, similar to
> Window's built-in cmd.exe), you'll need to first compile and install the
> needed libraries, which can be a task in and of itself if you've never done
> so before, but they are: libxml2, libSDL, libSDL_image, libSDL_mixer,
> libfreetype2 and a few others. Googling for them in particular is useful.
> Try that on your own and if you run into a lot of trouble, I think I could
> type up some very specific documentation as it would be useful to have on
> Trac for all the programming hobbyists on Windows who are curious how to get
> this project building.
> - Chris
> On Dec 29, 2009, at 9:42 AM, Uri Even-Chen wrote:
>
> Hi,
>
> I apologize for not writing you for a few days, I had some work and
> didn't have time to respond. Anyway, I'm interested in the GNU
> environment. When do I download it? Please give me instructions.
>
> Thanks,
> Uri Even-Chen
> Mobile Phone: +972-50-9007559
> E-mail: uri at speedy.net
> Blog: http://www.speedy.net/uri/blog/
>
>
>
>
> On Sun, Dec 27, 2009 at 4:35 AM, Christopher Thielen <chris at epiar.net>
> wrote:
>
> Uri,
>
> I would highly recommend the mingw/MSYS environment, unless you intend
>
> on doing a lot of Windows-specific programming.
>
> The GNU environment is used on every other platform except Windows,
>
> and it does work on Windows. It is a bit harder to get running than
>
> MSVC, but honestly, it's something you as a programmer should be able
>
> to handle. I could write instructions for you of you're interested: we
>
> should post them on the Trac.
>
> Sent from my iPhone
>
> On Dec 26, 2009, at 7:42 AM, Maoserr <maoserr at gmail.com> wrote:
>
> 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>
>
>
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