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Messages - se5a

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Pulsar 4x / Re: progress update?
« on: February 16, 2018, 02:13:35 AM »
Things have been a tad slow recently, I got a reasonable amount done since last post, but not quite there yet, there are some architecture/serialization/data hierarchy issues that needed addressing... and then things suddenly got a bit crazy at the new job.
I expected to have weekends free to work on this, but it's not been the case, c'est la vie.
It wont be like this forever though and I'll be able to put a bit more time into pulsar soon.

Pulsar 4x / Re: progress update?
« on: December 27, 2017, 05:22:37 AM »
I started looking at how orders were given to ships, colonies etc. the way this was done before wasn't fully working smoothly, and I realized that it needed to be done in such a way that wouldn't require me to rewrite it yet again when I came to look at networking stuff.
so I got something that looked like it might work, and figured I might as well implement some network stuff to be sure it did in fact work how I thought it would, all good, got a server and client connecting and talking to each other, but to send orders I needed the client to know about some things it could send orders too, so then I got caught up in exactly what the client should and shouldn't know, and ended up doing sensors and fog of war.
it looks like I'm going round in circles, but really I'm just bracketing the target. there's a bunch of things that are tied together, and need to work well with each other, I change how one works, and end up having to make a change in another.
Or maybe a bit like this:

Pulsar 4x / Re: progress update?
« on: September 17, 2017, 07:03:46 AM »
Yeah slowly. the architecture wasn't really working and I'm in the middle of a bit of a re-organisation of the base code. making progress. I hope.

Pulsar 4x / Dev Progress
« on: November 23, 2016, 04:57:08 AM »
So things have been a little quiet on the pulsar front lately.
I've had some fairly heavy work commitments, which while I've still got a bit of time here an there to look at coding, it's not often for a good period of time which is long enough for me to sort out and understand a problem, come up with a solution, and write it.
I'm still here, doing little bits, poking at it here and there though, this may continue for some time, hopefully I'll be able to find a bit of quiet from time to time to actually sit down and write some code.

In other news, I'm looking to move my dev environment to linux, which means that I'll be concentrating on the gtk2 side of the ui a bit more. next year I'll likely not have access to my desktop, and since I needed a new laptop, have gotten a little tired of ms shenanigans, and I dislike what I've seen of windows 10, I've ordered a laptop which I know will run linux and have not bought windows. wish me luck I guess.
fortunately the ui library that we're using has fixed some of the problems I was having with gtk2, I'm starting to play around a little with the dev version, should get a stable version of that in the near future.

Other Games / Re: StarLords3k
« on: September 28, 2016, 01:15:37 AM »
New game has started, if you're interested now is the time to jump in.
Starlords3k is such that jumping in a little late (or even a lot) won't particularly hurt you, as larger alliances will still try court you into joining with them.

Pulsar 4x / Re: Development Progress - February 2016 LEAPYEAR EDITION!
« on: September 10, 2016, 04:37:56 PM »
best is to catch us on IRC. note that we don't always answer right away and you may have to idle for a while depending on time of day/time of week.

still working on it.
I hoped to have *something* to release by now, but things happened.
Nathan and Shajenko are slowly learning  other parts of the ecs and ui, so hopefully I'll not be the only dev with a big overall picture of how everything works.

Pulsar 4x / Re: Newtonian Pulsar
« on: May 07, 2016, 07:07:53 PM »
actually, I'll clarify that a bit more, since it keeps coming up.

Many of the time consuming calculations can be threaded, the way we've set up the ecslib should make that easy to do safely.  (the threading, not the calculations).
I'm less concerned about the processing load as I am about the programming load.

To do either would be extremely time consuming, for someone with both the mathematical background AND with the user interface experience to do in a way that wouldn't be a buggy, kludgy, annoying to play mess.
not only does it have to be not buggy, kludgy, and playable from the users perspective, it has to be clear, concise, and expandable from the coders perspective, so that somone else who comes along and wants to add a new/planned *something* feature, doesn't throw up their hands in disgust because they can't figure out what's going on. 

currently none of the regular coders have *either* the math background or the user experience background, let alone *both* to want to even attempt this.

If someone came along with both those things who wanted to attempt it, they'd still need to work with us to get the current code to a place where doing these things even makes sense.
we've still got a handful of medium sized problems to work through before we even get to the place where we can do non-newtonian in 2d (in a non buggy, fun, playable, clear, concise and expandable, we currently do have a buggy, not yet playable somewhat messy 2d implementation of colonies for example).
We need to solve those problems first. we need something simple, small, playable, and fun.
All the indi games that I've come across that were successful grew from something small, simple, and fun, then iterated on it.

Pulsar 4x / Re: Newtonian Pulsar
« on: May 07, 2016, 01:36:49 AM »
I'll quote myself again shall I?

I'd like a 3d system map. but definitely not in this iteration.
Newton is not getting any more of a lookin in this iteration either.

both of these are hard maths.
both of these are hard UI.

I'd also like to point out that most star systems are flat. So adding the third dimension wouldn't add as much as you'd think, other than a bit of pretty, and hard work.

Pulsar 4x / Re: Newtonian Pulsar
« on: May 05, 2016, 02:54:48 PM »
most the time it'd be a single fleet on intercept, and a handful of groups of missiles, you'd only do the calculation once per fleet and once per missile group.

Pulsar 4x / Re: Newtonian Pulsar
« on: May 05, 2016, 04:13:40 AM »
...The tricky part is supporting 'Plot Interception' commands. The only two ways I can find to work that out are to either use brute force iterations or else to simply the problem by ignoring gravity.

have any of the KSP mods solved that? Mechjeb maybe? it's been a while since I've looked.

Pulsar 4x / Re: Newtonian Pulsar
« on: May 04, 2016, 08:05:30 PM »
Yeah have  look at at the cross platform branch which uses Eto.Forms.
We need someone who's osx to try see if they can get that working.

Pulsar 4x / Re: Newtonian Pulsar
« on: April 29, 2016, 05:14:29 AM »
...ever since system incompatibilities forced me out of active Pulsar development.

What system incompatibilities? openGL? the version in the crossplatform branch does not currently use openGL, instead it uses eto.forms version of canvas. similar to how aurora does it.

Pulsar 4x / Re: Newtonian Pulsar
« on: April 26, 2016, 05:16:58 PM »
I would love to do newtonian pulsar, unfortunately is *really hard* to do right, and right now we have to triage.
Maybe after we've got some shooty things and something that could be considered a 'game', I'll look at it again.

Pulsar 4x / Re: Pulsar 4X Ideas
« on: March 08, 2016, 02:52:57 PM »
I'd like a 3d system map. but definitely not in this iteration.
Newton is not getting any more of a lookin in this iteration either.

The engine will currently handle 3d orbits, but as rod as pointed out, UI controls for that need to be done right.
We need to triage and get something out that's somewhat playable. 

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