[IGDA LCPP] Re: Ack!

  • From: Kunal Gandhi <mr.kunal.gandhi@xxxxxxxxx>
  • To: igda_lcpp@xxxxxxxxxxxxx
  • Date: Thu, 3 Mar 2005 22:27:28 +0000

MLK,

I think that's a nice structure to start with. My hobby is graphics,
so I'll pick those ok? I'll start some work with the graphics classes
and keep you guys posted. I'm going to stick with the structure for
the document like you provided in this posting. Any changes people
want to make, don't just make them, post here first and we'll discuss
it. MLK, good luck with ur g/f and your merge transistion.
I nominate Chris to handle the AI classes coz he's quite good with that shit!
:o)


On Thu, 3 Mar 2005 22:03:48 +0000, Dean Butcher <mathematix@xxxxxxxxx> wrote:
> When I asked Jim in the first instance I had suggested the following
> of many options to Jim which he'd liked:
> 
> "By engine type, then function, then source file
> 
> This would allow the non-programmer to go directly to the info that
> they require to see if something is possible, at the expense of making
> our search more laborious."
> 
> And to quote directly from another email
> 
> "I'm not concerned with the development environment.  Ultimately I want to
> read this and be able to understand what you guys will be doing to make the
> game given the resources you have.  So if I, as an outsider, wanted to jump
> in and start helping, I could without having to go through the resources you
> did to catch up.  Does this clarify things?"
> 
> Maybe you guys should follw these recommendations.
> 
> Dean.
> 
> On Thu, 03 Mar 2005 20:55:40 +0000, Michael Lloyd Lee <mlk@xxxxxxxxx> wrote:
> >  14 days! Gahhh... Panic!?
> >
> >  We need to pull our fingers out.
> >
> >  How is everyone with the SDK? I take it we've all got the basics down?
> >
> >  IMO the TDD needs:
> >  1) a section on Sources Client/Server model.
> >  2) a section on Sources IO system.
> >  3) the base classes (and ONLY the base classes, HL2 specific stuff
> >      should NOT be included). Only the key methods (ones we are likely
> >      to need should be doced) So that is (not a complete list)
> >  3.1 ) BaseEnitiy
> >  3.2 ) BaseAnimating, BaseAnimatingOverlay, BaseFlex (the latter two prob.
> >          only require class overviews, but not looked into in detail)
> >  3.3 ) BaseCombatCharacter
> >  3.4 ) BaseCombatWeapon + mini-howto on adding?
> >  3.5 ) AI_BaseNPC
> >  3.6 ) Item
> >  3.7 ) DefaultPlayerPickupVPhysics (guessing class overview only)
> >  3.8 ) GameRules & GameRulesProxy
> >  3.9 ) GameMovement (class overview, as it is likely we shall be using
> > default HL2 one)
> >  3.10) BasePlayer
> >  3.11) Globals yurk
> >  4) Overview of AI system
> >  4.1) AI relation ship table
> >  4.2) Squads (AI_Squad class)
> >  4.3) ...
> >  6) Overview on Sources gameloop, SetThink/Think funcs.
> >  5) Overview of vehicle system, howto on adding new?
> >  6) Overview on vGUI, and the HUD
> >  7) (no offense Dean) a redesign, it is (IMO) too focused
> >      on docing Source. The current content would stay,
> >      but as a subsection, my suggestion:
> >
> > XYZ Title
> >  Intro/Content
> >  3rd Party apps used
> >
> > Source
> >  Version Control System
> >  VS .Net 2003/maybe oneline on VC++6
> >  Any other apps we end up using (office?, phpwiki?).
> >  Do we include the apps artists will use?
> >  Stuff We Need To Do, and how. (see this for some more of my thoughts on
> > this section)
> >
> > Player extras/switching between players/calmness level/...
> >  NPCs
> >
> > Baby
> >  Anna (when you are Pen)
> >  Pen (when you are anna)
> >  Generic Zombie Male #1
> >  Hubby
> >  Cat/Dog
> >  Zombie Birds
> >  Rapist
> >  Other Police
> >  New Commands
> >
> > Lullaby
> >  Calm down
> >  Weapons So, lets get going. First, docing Source. Everyone choose a class,
> > post which your doing, and get it done.
> >  Does anyone have any particular hobbies? AI? Great, work on that. Graphics,
> > great, fill out the client section! Something that is missing from my
> > overview above.
> >  Also, do we need to provide documents on exporting models to use in the
> > game? If so, lets look in it. What hoops do we need to jump through for
> > weapons and ppl?
> >
> >
> >  Finally, I'm going to have a hell a time over the next few months.
> > Everything not directly related to getting my g/f well has to take a back
> > seat. On top of that, my company is merging. This means a move to days at
> > some point soon (for the last few weeks most of my time at work as been
> > spend looking over the HL2 source code, I'm guessing once I have a boss
> > (yurk again :-) ) around, I'm not going to be able too, plus I have to learn
> > a new system), and a loss of 1.5 days weekend (every other Thursday, and
> > Friday). I also really do need to step up my job hunting efforts (really
> > don't like what I'm being offered). So have to sit down and actually finish
> > a few of my J2ME games, instead of leaving them in the
> > woo-funky-demo-no-game-stuff-done/works-for-me state. I'm not pulling out, I
> > really want to be of use to this project (even with my appalling C++
> > skills), but my time is going to be more limited that I would of liked.
> >
> >  Mike
> >
> >  -- Michael Lloyd Lee * M: mlk@xxxxxxxxx "He who makes no mistake * W:
> > http://j2mevnc.sf.net Never makes anything" * A: 474c High Rd, E10 6QA
> 
>

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