You do realize that using a Microsoft IDE doesn't implant evil invisible code goblins into your source, preventing you from compiling your project with anything else, right? I've worked on many a project which I developed on both VC++ Express and in linux with $EDITOR, compiling with gcc4 and whatever comes with express (MS C++ 8, IIRC). It is not difficult to write portable code.
Where can I get my hands on your library? I have recently been asked to write RSS code in ruby, and I wasnt overly impressed with the standard library, so I'm certainly willing to investigate other options. Also, standard libraries are not completely static. For example, I believe PHP has already gone through three different complete rewrites (complete with a completely new API for each) of their "standard" XML library. If your lib is as good as you say it is then maybe it could also seek inclusion in the ruby standard distro.
For all but the most simplistic applications you have to abandon the mapping of form elements to the database because you need to do validation.
Are you familiar with the MVC paradigm at all? Rails uses this, and enables logical separation of the three major components: Model, View, and Controller. I'm going to assume that if you care at all, that you'll do more of your own research; either that or you already know what MVC is but were unaware that rails used it. My point is that most of the code you see in those 15-minute-blog demos are either completly devoid of controller code, or just scraping by with the bare minimum to pass data downstream. The controller's purpose is to validate and format code, and/or carry out other logical adjustments. Just because some crappy demos skip this part doesn't mean that RoR doesn't have this capability. I'm a professional RoR coder myself, and I think I find those demos about as dumb as you do. All it means is that rails is likely to suffer from the same sort of newbie coder problems that many people find with php/mysql. Plopping an inexperienced coder in front of the next greatest thing in software development is going to yield poor code no matter what the platform is. Also, I'm not sure why you consider the data layer primative, but at this point I'm going to assume that it was just ignorance and assumption talking. I don't really mean that as an insult, but rather a suggestion that you should do some research on what you're slamming so hard.
So wait, it is realistic to be shot 6 times in the body and just regenerate it back in 10 seconds as long as you don't get shot again? I haven't played anything but CoD2 on 360, but it reminded me a lot of Halo 2: Regenerating "health", two weapon carry, melee, one-button-grenades. In terms of gameplay, just swap dual wield for the ability to use iron sights and you've almost got the same sort of game.
A good portion of the doom3 engine's code is IDENTICAL on all platforms. All the code in the SDK, to be exact; which is reportedly about half the codebase. I suspect that a fair amount of code that is not made available in the SDK is also crossplatform, but I obviously have no way of saying for sure.
I'm working on a couple of doom3 mods right now which more or less agrees with GP and disagrees with Parent. They're both single-player "total conversions", which require a significant amount of work from volunteers, since none of the assets from the original game will be used in the final product. They both use the "Walled Garden" as GP puts it: developers and content creators are welcome to join the project after demonstrating sufficent skill and motive. However, the source, and the content isn't open outside of the occasional media release we make to let people following the mod know that we are in fact still alive. I know for sure that when the games reach their "when it is done" state, we will make a source release along with the normal release of the games. I can't say what will become of the media for the game, since I'm not an artist. A condition of both projects is that artists have to basically "surrender" their rights to their work to the project, although some of us have made contracts that the game cannot go commercial without renegotiating the agreement.
However, the point I'm trying to make is that it seems some artists are in fact willing to donate their time, especially if they're trying to beef up a portfolio. Interestingly enough, both of the projects have a surplus of willing artists and a distinct lack of coders. [For interested coders (or artists I guess), see the end of this post for shameless plug]. Walled Garden doesn't work perfectly though, obviously. A huge downside to it is the sheer amount of time it takes to get anything done. Since everyone is working on a volunteer basis contributions trickle in slowly. A second problem is member turnover. Often times members will leave the team or simply go without communication for months on end, citing lack of progress, personal reasons, education, etc. It is very hard to keep volunteers motivated, especially on a project which progresses so slowly. OTOH, a leader may decide to keep a very small team of highly-dedicated volunteers and avoid the turnover problem, but then introduces that things get done that much slower since there are less people and the process is even more closed. Interestingly enough, both the projects I'm working on exibit each of these characteristics: one has the Cathedral-Garden and the other the Bazaar-Garden.
In this way I agree with the GP in that the so-called Walled Garden does work as a possible open source game development method. However, it does not work well. I'm not sure if there's a better organization method, but if anyone thinks of something I'd certainly like to know about it.
I agree and disagree with the parent. He claims that "In that way, open source will NEVER compete against the big studios. The only "hope" is to make people look at less "graphic intensive" but more "fun" and innovative games." I agree that open source games will not compete with game studios - in terms of timeline. I strongly believe that a group of skilled and motivated volunteers create a game which is just as more "innovative" and fun as any studio, but it will likely take them a significantly longer amount of time. In this respect I disagree with the parent. High quaility models, animations, textures, sounds, music, code, and others are not out of reach of a volunteer project, they just take longer to create, for the simple and obvious fact that people aren't being paid to do it.
If you're wondering why a single coder is working on two projects at the same time, the reason is simple: I noticed that both projects had a reasonable amount of overlap and decided to join both teams and develop the requirements of both games that were the same.
The two projects are:
Sapphire Scar - Futuristic shooter loosely based on game concepts from FPS/RPGs like Deus Ex or System Shock
Ground Zero - Post Apoc Timepunk third-person loosely turn based game based on some concep
There are several precompiled libraries (depending on compiler) for Ogre, at least for windows (since it is MUCH harder to build Ogre proper on windows than it is on linux). To be honest, I also did the source compile on windows, but mainly because I'm crazy.
Well, this *IS* bsd.slashdot.org after all. It isn't that hard to imagine a place on slashdot where people are actually civil and mature. For the most part, the comments on this article don't seem to be too bad. Although, I am browsing at threshold 1...
Something I've noticed about the doom3, quake4, and enemy-territory communities is that a majority of mods strive for cross-platform code. It seems unfair for valve to assume that their mod writers are too lazy to recompile for other platforms. So unfair, that I'm willing to wager that support of the mod community was not a driving factor in their choice to rip cross-platform support out of the engine. Also, does cross-platform support really cost that much to a company? ID software, which provide[s|d] support for the three games I listed above, has a single employee maintaining all aspects of the linux ports: patches, documentation, and SDK including build scripts.
As a concession to that point, it is true that a handful of the mod tools are unavailable for linux. None of the specialized editors are available for linux, but these are essentially just glorified text editors with syntax highlighting for id's scripting and gui languages. This is not a barrier to entry, since anyone can write text on any OS. The map editor built into the engine is not available for linux, but GtkRadiant is.
As a side note, as a mod author myself, I can say that cross platform code isn't that hard to write. I am developing a more detailed inventory system for doom3 and I haven't gone out of my way to ensure the ability to compile my code on all available targets: it just does. With that (admittedly, anecodtal) evidence, I would be willing to say that breaking cross compatability seems to be something that is a very concious decision.
They also count less because you have to pay for things which should have been in the first release.
Just taking a shot in the dark (as I don't have an old nvidia), but is this the package you're looking for?
a -glx-legacy
http://packages.ubuntulinux.org/dapper/misc/nvidi
This is slashdot. Just provide diffs. :)
The next game from SplashDamage, Enemy Territory: Quake Wars, is also going to have a linux release when it ships some time in 2007.
You do realize that using a Microsoft IDE doesn't implant evil invisible code goblins into your source, preventing you from compiling your project with anything else, right? I've worked on many a project which I developed on both VC++ Express and in linux with $EDITOR, compiling with gcc4 and whatever comes with express (MS C++ 8, IIRC). It is not difficult to write portable code.
Where can I get my hands on your library? I have recently been asked to write RSS code in ruby, and I wasnt overly impressed with the standard library, so I'm certainly willing to investigate other options. Also, standard libraries are not completely static. For example, I believe PHP has already gone through three different complete rewrites (complete with a completely new API for each) of their "standard" XML library. If your lib is as good as you say it is then maybe it could also seek inclusion in the ruby standard distro.
You tard, slashdot uses nofollow on links.
It is indeed a tragedy to see this modded as funny.
Yeah, I'd like to know the same.
Are you familiar with the MVC paradigm at all? Rails uses this, and enables logical separation of the three major components: Model, View, and Controller. I'm going to assume that if you care at all, that you'll do more of your own research; either that or you already know what MVC is but were unaware that rails used it. My point is that most of the code you see in those 15-minute-blog demos are either completly devoid of controller code, or just scraping by with the bare minimum to pass data downstream. The controller's purpose is to validate and format code, and/or carry out other logical adjustments. Just because some crappy demos skip this part doesn't mean that RoR doesn't have this capability. I'm a professional RoR coder myself, and I think I find those demos about as dumb as you do. All it means is that rails is likely to suffer from the same sort of newbie coder problems that many people find with php/mysql. Plopping an inexperienced coder in front of the next greatest thing in software development is going to yield poor code no matter what the platform is. Also, I'm not sure why you consider the data layer primative, but at this point I'm going to assume that it was just ignorance and assumption talking. I don't really mean that as an insult, but rather a suggestion that you should do some research on what you're slamming so hard.
So wait, it is realistic to be shot 6 times in the body and just regenerate it back in 10 seconds as long as you don't get shot again? I haven't played anything but CoD2 on 360, but it reminded me a lot of Halo 2: Regenerating "health", two weapon carry, melee, one-button-grenades. In terms of gameplay, just swap dual wield for the ability to use iron sights and you've almost got the same sort of game.
http://developer.ebay.com/join/pricing/
Why oh why would you scrape a page when you could use the ebay API?
FYI: Google already owns Blogger.
I take it you've never seen pros play an RTS. Precision mousing is required in RTS and FPS alike.
A good portion of the doom3 engine's code is IDENTICAL on all platforms. All the code in the SDK, to be exact; which is reportedly about half the codebase. I suspect that a fair amount of code that is not made available in the SDK is also crossplatform, but I obviously have no way of saying for sure.
LOL GENTOO
Because he shouldn't HAVE to? How is one supposed to take evasive action against rules that aren't on the books?
I'm working on a couple of doom3 mods right now which more or less agrees with GP and disagrees with Parent. They're both single-player "total conversions", which require a significant amount of work from volunteers, since none of the assets from the original game will be used in the final product. They both use the "Walled Garden" as GP puts it: developers and content creators are welcome to join the project after demonstrating sufficent skill and motive. However, the source, and the content isn't open outside of the occasional media release we make to let people following the mod know that we are in fact still alive. I know for sure that when the games reach their "when it is done" state, we will make a source release along with the normal release of the games. I can't say what will become of the media for the game, since I'm not an artist. A condition of both projects is that artists have to basically "surrender" their rights to their work to the project, although some of us have made contracts that the game cannot go commercial without renegotiating the agreement.
However, the point I'm trying to make is that it seems some artists are in fact willing to donate their time, especially if they're trying to beef up a portfolio. Interestingly enough, both of the projects have a surplus of willing artists and a distinct lack of coders. [For interested coders (or artists I guess), see the end of this post for shameless plug]. Walled Garden doesn't work perfectly though, obviously. A huge downside to it is the sheer amount of time it takes to get anything done. Since everyone is working on a volunteer basis contributions trickle in slowly. A second problem is member turnover. Often times members will leave the team or simply go without communication for months on end, citing lack of progress, personal reasons, education, etc. It is very hard to keep volunteers motivated, especially on a project which progresses so slowly. OTOH, a leader may decide to keep a very small team of highly-dedicated volunteers and avoid the turnover problem, but then introduces that things get done that much slower since there are less people and the process is even more closed. Interestingly enough, both the projects I'm working on exibit each of these characteristics: one has the Cathedral-Garden and the other the Bazaar-Garden.
In this way I agree with the GP in that the so-called Walled Garden does work as a possible open source game development method. However, it does not work well. I'm not sure if there's a better organization method, but if anyone thinks of something I'd certainly like to know about it.
I agree and disagree with the parent. He claims that "In that way, open source will NEVER compete against the big studios. The only "hope" is to make people look at less "graphic intensive" but more "fun" and innovative games." I agree that open source games will not compete with game studios - in terms of timeline. I strongly believe that a group of skilled and motivated volunteers create a game which is just as more "innovative" and fun as any studio, but it will likely take them a significantly longer amount of time. In this respect I disagree with the parent. High quaility models, animations, textures, sounds, music, code, and others are not out of reach of a volunteer project, they just take longer to create, for the simple and obvious fact that people aren't being paid to do it.
If you're wondering why a single coder is working on two projects at the same time, the reason is simple: I noticed that both projects had a reasonable amount of overlap and decided to join both teams and develop the requirements of both games that were the same.
The two projects are:
There are several precompiled libraries (depending on compiler) for Ogre, at least for windows (since it is MUCH harder to build Ogre proper on windows than it is on linux). To be honest, I also did the source compile on windows, but mainly because I'm crazy.
Based on statistical analysis of slashdot, yes! :P
Well, this *IS* bsd.slashdot.org after all. It isn't that hard to imagine a place on slashdot where people are actually civil and mature. For the most part, the comments on this article don't seem to be too bad. Although, I am browsing at threshold 1...
What are you trying to say?
Something I've noticed about the doom3, quake4, and enemy-territory communities is that a majority of mods strive for cross-platform code. It seems unfair for valve to assume that their mod writers are too lazy to recompile for other platforms. So unfair, that I'm willing to wager that support of the mod community was not a driving factor in their choice to rip cross-platform support out of the engine. Also, does cross-platform support really cost that much to a company? ID software, which provide[s|d] support for the three games I listed above, has a single employee maintaining all aspects of the linux ports: patches, documentation, and SDK including build scripts.
As a concession to that point, it is true that a handful of the mod tools are unavailable for linux. None of the specialized editors are available for linux, but these are essentially just glorified text editors with syntax highlighting for id's scripting and gui languages. This is not a barrier to entry, since anyone can write text on any OS. The map editor built into the engine is not available for linux, but GtkRadiant is.
As a side note, as a mod author myself, I can say that cross platform code isn't that hard to write. I am developing a more detailed inventory system for doom3 and I haven't gone out of my way to ensure the ability to compile my code on all available targets: it just does. With that (admittedly, anecodtal) evidence, I would be willing to say that breaking cross compatability seems to be something that is a very concious decision.
lol