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XCOMUFO & Xenocide

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Timil

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[quote name='Timil' date='Nov 23 2002, 06:44 AM']Ufo2000 is a GPL code, so we can use it if we want :P[/quote]
I was doing some research, Ufo200 was programmed in Allegro, and that library is really outdated right now and i think unsupported...

Greetings
Red Knight
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Just to set the record straight:

Allegro isn't exactly outdated, and in fact released a new version (4.1.5) on the 18th of November (just a few days ago). Allegro is by far one of the better collection of programming libraries for games anywhere, but I'm not necessarily suggesting it would be right for this project. I've been using Allegro for years, but I've never used it for 3D applications so I have no idea how it performs in this regard, so I'm not suggesting or condemning it's use, but I did want to set the record straight that I don't believe it's outdated or unsupported, and I have had nothing but great success using it in the past.
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[quote name='War_Lord' date='Nov 23 2002, 08:13 PM']Allegro isn't exactly outdated, and in fact released a new version (4.1.5) on the 18th of November (just a few days ago).  Allegro is by far one of the better collection of programming libraries for games anywhere, but I'm not necessarily suggesting it would be right for this project[/quote]
I had heard the same thing... now i have found the web page and reading something about it to correct my mistake... :P
The most important think that i had read right now is that they will stop supporting old code and rewrite a lot of stuff... and couldnt found about HW acceleration and that kind of stuff... Found that they use DirectX as the underlying API in Windows but have a doubt if you can access directly more advance stuff like Pixel Shaders and Vertex Shaders...

Greetings
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I had been reading and Allegro is not a choice for a 3d engine... And had found a really good piece of reflexions (and wisdom) of the first programmer of allegro that is quite good (not only technically)... After all Allegro API has survived several years....

[url="http://alleg.sourceforge.net/future/shawns_thoughts.txt"]http://alleg.sourceforge.net/future/shawns...ns_thoughts.txt[/url]

Greetings
Red Knight
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Guest stewart
[quote name='gangsta' date='Nov 22 2002, 11:36 PM']Well we got Red Knight's geosource code.  As for working with the UFO2000 people never got a reply back from my last suggestion so I guess not.  :)  I think we can implement that code ourself easy enough.[/quote]
Do we have Red Knights permission to dump his source code on sourceforge now, or do we have to wait 'till he's graduated?
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[quote name='Stewart' date='Nov 25 2002, 07:06 PM'][quote name='gangsta' date='Nov 22 2002, 11:36 PM']Well we got Red Knight's geosource code.  As for working with the UFO2000 people never got a reply back from my last suggestion so I guess not.  :)  I think we can implement that code ourself easy enough.[/quote]
Do we have Red Knights permission to dump his source code on sourceforge now, or do we have to wait 'till he's graduated?[/quote]
That source is not the graphics stuff is just a layout (completly incomplete :P ) of the most important things we should concentrate before starting to code a User Interface (Geoscape and Battlescape)....

Greetings
Red Knight
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Suggested structure

Xenocide/ - main directory with .configure file and everything need to compile.

Xenocide/doc/ - documentation

Xenocide/src/ - source code directory

in the source code directory the other directories will basically be namespaces
that show up after the Xenocide namespace. like Geoscope, Battlescape. Things in the General name space can be put at this top level perhaps.. design decision here or go into the General directory.... perhaps it is best to put it in the general directory because I also like to include a directory called inline and one called template that also has directories for each namespace. I tend to move the definition of inline and template methods out of the main header file and instead have #include or #include