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What's Up?

PostPosted: Sep 4, 2003 @ 3:49pm
by Presto
Hey Everyone,

Just thought I'd ask what's going on in the PF world. I'm working on a new game at the moment, using PF 0.7.0 and Hekkus, and also working on updating Dr. Pocket to PF 0.7.0 / Hekkus with some new functionality. Additionally, I plan to update Pod, which is still in PF 0.4.5, since that was the last to have its own built-in sound before PFP came along.

I know Conan's working on Space Treker III, but I haven't heard much from anyone else in a while, so I'm just curious if there's any other PF development going on. I'd be surprised if there wasn't.

Thierry, do you have any updates on the new PF/HAL stuff you're working on?

Thanks,
-John

PostPosted: Sep 4, 2003 @ 4:02pm
by Conan
Hi John, you know what I'm up to but there are bound to be 'sleepers' out there who like before just pop up with completed games.

Currently I see no value in moving from PF especially with the HAL developments. I'm more interested in getting a better 3D engine than I currently use when STIII is complete.

STIII update: Deep in the middle of coding the trading part of the game which requires me to tidy up all the 3D models used to show the goods available so all long & boring task. AFter that I still have to implement the alien ships, combat, space stations and a few other bits including sound. There's lots more working already though & my space displays are still as good/better than any game on PPC which has published screens.

PostPosted: Sep 4, 2003 @ 4:36pm
by HTK
I´m still using pocket frog too, this time coding a top-down racing game. I just finished the AI for the computer to run on the tracks ( its cool to see the cars running by themselves ) and now I´m refining the track editor to add ground turbos and things like that.
I´m pretty curious about the new PF too, on my new game I spend a lot of performance just to draw the tracks with 16x16 clipped blocks, but seems that with the new PF the speed will increase in this basic routines.

PostPosted: Sep 4, 2003 @ 6:03pm
by Kzinti

PostPosted: Sep 4, 2003 @ 8:09pm
by fzammetti

PostPosted: Sep 4, 2003 @ 9:20pm
by Kzinti
Basically I would like to keep the "rotate & strech" blit functionality that was added to 0.7.0. But the current implementation is highly inefficient (it's actually doing two blits back to back). I want to fix so that only one blit is used to do both rotation and stretching at the same time.

I also want to keep the fixes done to the framework (loosing/gaining focus without crashing).

Aside from that, I don't remember what was added in 0.7.0, but I will take a look.

The main reason I want to start with 0.6.1 is because all the sample projects are messed up in 0.7.0. With 0.6.1 you could just open the "samples" workspace and compile any sample and it would work. With 0.7.0, all the settings (paths for example) are wrong.

PostPosted: Sep 4, 2003 @ 9:27pm
by Presto
What if you just copy the samples from 0.6.1 to go with the 0.7.0 source?

PostPosted: Sep 4, 2003 @ 9:34pm
by Kzinti

PostPosted: Sep 4, 2003 @ 9:36pm
by fzammetti

PostPosted: Sep 4, 2003 @ 9:37pm
by fzammetti

PostPosted: Sep 4, 2003 @ 9:38pm
by fzammetti

PostPosted: Sep 4, 2003 @ 9:47pm
by Kzinti

PostPosted: Sep 4, 2003 @ 10:46pm
by fzammetti