Just a set of points would be nice with brief explanations. Cheers Dean. On Tue, 4 Jan 2005 20:20:34 -0000, Kunal Gandhi <kunal.gandhi@xxxxxxxxxxxxx> wrote: > Sure Dean no probs, is there already a document that you have created? Ie is > there a particular format that you would like me to conform to for > consistency? > > KG > > -----Original Message----- > From: igda_lcpp-bounce@xxxxxxxxxxxxx [mailto:igda_lcpp-bounce@xxxxxxxxxxxxx] > On Behalf Of Dean Butcher > Sent: 04 January 2005 18:54 > To: igda_lcpp@xxxxxxxxxxxxx > Subject: [IGDA LCPP] Re: Compilation Successful! > > Kunal! I bow to thee! :D > > Would you be able to write up your findings a little, please? > > Great stuff, mate! > > Cheers > Dean. > > On Tue, 4 Jan 2005 17:32:48 -0000, Kunal Gandhi > <kunal.gandhi@xxxxxxxxxxxxx> wrote: > > Dean, Mike, > > > > I compiled the source sdk code successfully. Running the compilation I > found > > that its for debugging our mod .exe ie "xyz.exe". > > > > I suppose Dean, if you haven't added that to the TDD you can do so. We can > > use this to track our vars and stuff once we compile and execute our first > > xyz map. I am finally beginning to see where "our" code will fit into this > > and how we can use the available features ie, the special effects > > programming, physics and AI. It's mainly all done with the 3 types of > > entities which we "register" with the sdk and tie it with our newly > created > > models etc. Dean I know you kind of already know all this as I remember > you > > mentioning the fact that we only need to tweak the parameters. This is > true > > to an extent, but when we create our own entities we kind of need to tweak > > around 10000 parameters for each one of our entities along with writing > some > > of our own code that makes these entities behave like we want them to, > which > > is going to be a bit of a mission. There's a hell of a lot of learning for > > me to do still, I've only just dipped my toe into the water! > > > > > >