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Well, I haven't been working on Xarble for quite a
while... Now I've graduated, and have a job, and I
realize that I didn't know what free time meant back
in school. I still have a bunch of ideas for
Xarble, and someday I'll put them all together. I
am going to update the look of these Xarble pages,
though, so they look a little less 1998.
I took out the stupid background image, and re-did
this page with CSS. I have to get to bed, but I'll
do the rest of the pages when I get back from
Washington.
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The guys at anvdesign.net got bought, or something,
and they cancelled my account without really telling
me. I finally got around to getting another host
for xarble.org, so here I am, at
pair.com.
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www.Xarble.ORG
is now ONLINE! Big thanks to
anvdesign.net
for giving me a great deal on the space, with
their Deal of the Day!
Completely Unwarranted Status Report
Okay, I was mentioning to someone what needs to be
worked on, so, instead of figure it out every time
someone asks, I'm going to put it up here, and
probably, eventually, I'll make a seperate page for
it.
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Graphics Subsystem
What's Done
Well, I've implemented basic vertices, with
color, normal, and texture coordinate
attributes, and a composite model system. Each
object is a compilation of sub-objects, and
primitives. Primitives are just GL primitives.
What Needs to be Done
The very next thing on my list is a camera
object, that basically acts like a normal 3d
object, but when you translate it, it moves the
camera position. The render might have an array
of different camera positions, so youse can
switch between them, easily.
But wait! There's more! A lot more, actually.
Some sort of animation system needs to be set
up. I have nothing done or even planned for
that. Also, some sort of file format needs to
be decided on for the models and animation, and
readers and writers and converters written for
it.
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UI Subsystem
What's Done
A basic widget set has emerged from a couple
late-night coding sessions. It tracks the mouse
and draws a custom mouse pointer (which is just
a png file). I have a picture widget that can
display whatever picture you want, and a button
widget, that displays 2 pictures, one for
pressed and one for unpressed. I also have a
widget for smooth-scrolling text overlay of
arbitrary size.
What Needs to be Done
The code needs to be cleaned up tremendously,
and many more widgets need to be added. Things
like text input boxes, lists, dropdown lists,
tree lists, and a better text display widget. I
need to choose an event paradigm and stick with
it. Right now, widgets get passed global
(screen) coordinates, but I think I want to have
them get passed coordinates local to the widget,
even though it's more math (just subtraction and
addition). I also need to create a class to
abstract XEvent, in case we ever want to port
it, which I assume we will. Besides, XEvent is
nasty.
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Event Subsystem
What's Done
Not much.
What Needs to be Done
I have been putting this off while I work on
things with more immediate gratification, like
the UI and Graphics engines. There needs to be
a way to queue and execute events, and various
other ways to trigger events, by various actions
in maps, on objects, etc... This kind of
integrates with the scripting engine.
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Scripting Subsystem
What's Done
Very little.
What Needs to be Done
I haven't done anything with this, so pretty
much the whole scripting engine needs to be
done. Somehow, we need to be able to load and
execute java code for certain events, and that
java code needs to be able to manipulate game
objects, via some sort of native API or
something. At least, this is what I envision.
I don't really want to work on this right now,
if someone wants to take it off my hands... :D
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Sound Subsystem
What's Done
Nothing at all.
What Needs to be Done
Someone needs to come up with some sort of sound
engine. I don't want to do anything with sound
until I have a semi-functioning game already.
It's of the least importance in my book, at this
point.
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Game Subsystem
What's Done
Quite a lot, actually. Most of the basic data
structures for representing objects, weapons,
armor, living things, etc, have been written,
and are able to interact with each other.
Living things can wear armor, wield weapons,
attack other living things. Armor affects
dodge, you can layer armor, all of that stuff is
all implemented.
What Needs to be Done
Well, I need to make ammo work... right now all
guns have unlimited ammo. I also need to write
a Hero class, for the main character. I'm not
sure that there's a whole lot left as far as
this is concerned... I've been ignoring it
lately in favor of the graphics and UI engines.
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Okay, Chris moved to New York a long time ago, and I
just assume he's not interested anymore. After
putting a link on
linuxgames.org,
I've had some people interested in helping. Anyway,
there is a new screen shot on
the screen shots page.
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I've been depressed enough lately that working on
Xarble is hard for me to gather up the motivation to
do. Chris is still learning OpenGL, and so we
failed to meet our deadline miserably. I think it's
too much, considering the engine rewrite, and
especially since any of my UI stuff is dependant on
graphic engine stuff. So, we'll get some stuff
done, and then set another deadline to FINISH it...
but not right now, I have a midterm tomorrow.
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Chris and I have decided on a deadline for all the
stuff we have assigned to the next release, v0.1.0
lite. The deadline is the middle of next month,
September 14th. So, check out the schedule page to
see exactly what that will involve. Wish us luck!
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Well, Chris and I are going to get together sometime
in the next couple days, and set a deadline for
having our next release done. It will probably be a
long time, because there are going to be some major
graphics engine changes, as we are going to switch
from an isometric tile-based system to an OpenGL 3-D
loosely tile-based system. I guess that's big news
in itself. Lucklily, much of the work is already
done in the graphics engine part, as Ko and I wrote
one for 3D Spy Hunter... So we'll just have to use
that and revamp it, and all that fun stuff.
It's funny, this game started out tile-based, then
we made it 3-D, then it was tile based, now it's 3-D
again. I am hesitant to change it again, for
obvious reasons. If we keep changing it, it'll
never get done. The RPG stuff is completely
independant, though, so at least we get to keep
that. This game was just looking a little too much
like Fallout, even though I had come up most of the
design before Diablo came out. Not that there's
nothing wrong with being similar to Fallout, it's a
great game, but, honestly, I think 3D is easier to
work with. Perhaps more difficult to animate, I
don't know. We'll have to see.
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Okay, there is mostly bad news today. I haven't
been working on Xarble too much, because of work and
all, but I'm trying to get back into the swing of
things, and it's happening, slowly, but surely.
Final Fantasy VII is also reducing
productivity, but it's generating creative energy,
so it's good and bad.
Even more bad news, my two partners, Sherman and
Kandarp, have dropped out of the project, in favor
of other things, so now I'm out programmers, too.
My roommate, Chris, is interested in helping, but he
works a lot, so he doesn't have the time to devote
to it that I do. (I just go to school, so I have
lots of free time.) Anyway, so we really need
programmers and whatnot, as well as artists,
musicians, and so on.
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I just added a "People Involved" page
above. That's about it.
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JSL News:
Well, I've written most of the Java wrappers for the
script-relevant C++ objects. ve decided that
instead of trying to do any sort of parallel object
tree maintainance, anytime an object is returned
from the Xarble API, it'll just create a new JSL
wrapper object. Since the Java wrappers will point
to the same C++ object, it won't matter. And the
Virtual Machine will clean up after me! (Garbage
collection, Duh!)
JSL Things Left to do:
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Finish Java Wrappers for Living, Body, Race, and
any other Xarble Object classes that I write (Hero
class, maybe one for Explosives, anything else
that crops up).
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Write Java API Wrapper class, finish Java Constant
class.
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Write the Java Native methods in C that wrap
around the C++ Xarble Object classes' methods.
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Get Kaffe working on my machine.
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Install
libkaffevm in Xarble, to get our
JVM running in the same process as Xarble.
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Seperate the Xarble Cross-Platform code into
libXarble, just for the sake of having
it seperate. This isn't really necessary or even
directly pertaining to JSL, but I thought I would
mention it here.
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I just copied the first official news item from my
home page news:
Our deadline for Xarble v0.1.0 lite has come and
gone, with very little having progressed beyond
v0.0.1 (lite). I wrote races and body types and
stuff. That was a major rewrite, though probably
nothing anyone would notice. Good thing this is a
hobby, and there's no produciton pressure, or I'd
just have to hack everything in, and it would be
crappy and have none of the rich detail that Xarble
is developing.
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