[opengoo] Re: Graphics.

  • From: Fabrizio Signoretti <fasigno37@xxxxxxxxx>
  • To: opengoo@xxxxxxxxxxxxx
  • Date: Wed, 5 Dec 2012 09:51:52 +0100

No exactly just ideas.

It's a little bit hard have a wide view of all aspects.

The level class must be recoded like the goo's and in the meantime consider
the new level creation.
The clicks handlers must be changed like the drag event, practically the
entire game.

I've tried few example that uses QGraphicsScene but the performances aren't
so good like the actual game's performances, on my machine.

And how to organize the team?

2012/12/5 Dmitry Batarov <nonetype@xxxxxxxxx>

> **
> Fabrizio, do you have a plan of action?
>
> 03.12.2012 14:48, Fabrizio Signoretti пишет:
>
> Ok, thanks for the patch I will examine it later.
>
> Uml is very easy to use and it has been designed to be intuitive so it's
> not hard to understand at all.
>
> Actually we haven't the right resources to design a new graphics, if we
> make a good game will be easy to change it in the future.
>
> 2012/12/3 Dmitry Batarov <nonetype@xxxxxxxxx>
>
>> 1. I think that the game need a new design
>>
>> 2. I made a patch for WooGLE
>> https://github.com/Mandarancio/OpenGOO/issues/59
>>
>> 3. I don't know UML but I agree that we need a similar tool
>>
>>
>> 02.12.2012 22:20, Fabrizio Signoretti пишет:
>>
>>  Hello guys,
>>> now we should use the mailing list instead of using the github's issues.
>>>
>>> I thought that before recode the graphics part we should design a new
>>> module subdivision of the code.
>>> And, at the same time, mind about the levels part.
>>>
>>> If we want to use the WOG tool editor we can take a snapshot of its code
>>> and adapt it to our game.
>>>
>>> However my thought is design the new game structure in UML or something
>>> like that and consider every use case and module of the game.
>>>
>>>
>>> What do you think?
>>>
>>> --
>>> Fabrizio
>>>
>>>
>>
>
>
> --
> Fabrizio
>
>


-- 
Fabrizio

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