When I asked 'Were is Africa" -- I meant " WERE IS THE CRATER THAT BELONGS THERE -- SOMEONE NUKE MY COUNTRY PLEASE - THE STUPID SOUTH AFRICAN DUTCHMEN ARE DRIVING ME NUTS! "
Not at all . XHTML2 is totally not my thing - I don't like it - Im interested in HTML5 (and current XHTML 1.1 'Strict')...
I tread all XHTML as XML - when parsing it!
Change of topic :
I created this using GDI to prototype some buffer matrixes using multiple renderbuffers. (vb.net)
Now I want to start the final product - and am having trouble decing eather to go DirectDraw9 clean - SlimDX, or any other - as my little project has peaked in GDI (cant do more without killing GDI framerate now )
Any suggestions of either any .Net friendly wrappers, or frameworks ( NOT XNA please... ) ? I am already testing some stuff in Axiom (Ogre/Mogre) .. but I need something lighter ... otherwise ill be doing Raw Direct2D and DirectDraw
And that mean everyone is gonna buy a new phone as soon as it is released just because of HTML5?
I doubt that much.
Thing about the large percentage of people that will be on XHTML1.0 phones - especially the unlucky ones that use embedded browsers - not all of them have 3D or Wireless broadband - in in some counties - are very unlikely to update their browsers on the ones that support update downloads.
RSA for example - bandwidth is crap - and expensive - and is GPRS half the time.
Backwards compatibility is a standard and unspoken rule - particularly with CSS
- if It doesn't degrade well - alot of people are gonna miss out for some time.
U should at least have HTML1.1 fallback . Going HTML 5 is also pointless to force if u don't use alot of it's features.
EG: degradability by using <div> tags instead of <article><description><footer> etc..... or have a regex-replace if the browser string reports a non HTML 5 browser....
If someone who is as poor as me is excluded from the audience - they will look for another service, if they one they looking at now is absolutist will not cover at least 2 years backwards comparability.
The only available upload possibility directly in php is using $_FILES (html form post).
You can stream files stored on a server - but not from the client. Getting access to a client's file system would be a security risk - and therefore is not possible in PHP.
Alternatively - you could look into Java applets - or perhaps using an AJAX uploader - but - this needs to be given permission to do this.
Realistically - an AJAX based uploader to upload a complete file (a large one) would be safest way to do things - opening the mpr file afterwards.
But - a "COMPILED" php script ( google bamcompile ) -> as an exe will have the access to the file system its running from (eg : the client ) you will need to do this without uploading - some research and I think you can come up with some good ideas.
EG:
--> client downloads compiled PHP script ( compiled to unix or win32 ) ( this can have access to GTK btw )
--> MPR loaded into executable script on client side...
--> Header extracted by client PHP script
--> passed to web url via HTTP vars (Post/Get please) as binary safe string to a web site
--> website processes the header the compiled exe sent to it
It does mean having the client to download a small file first - BUT means that you don't have to use multiple programming languages...
Which makes perfect sense. If people don't understand simple logic as this - then well.... how do they understand anything at all.
That's awesome - basically - each developer has control over there own work independent from each other - while still being dependent on each other at the same time.
I can somewhat back this up for noobs that probably still think otherwise:
I had sent a email to the dev's before asking about permission for use of certain textures... the response was this:
Understandable - ( I was hoping to spend less time working on RollcageX textures - and more on models - I don't enjoy texturing so much - because I'm not very good at it ) * sulk
- in the end I'm still stuck doing both modelling and texturing - ( AT RollcageX- I am pretty much the only art related team member atm )
btw - we need a texture artist to help me lighten my work load....
Are 'you' assuming that eric does nothing
- when for the first time - he is using actual laser scanned track data from the first 'real' track in LFS.
- attention do detail can take a hell of lot of work - especially when Eric wants to achieve 'absolute' accuracy as much as he can - as should be assumed from any 3D artist, track designer, level editor.
- In LFS there is only ONE ERIC --- in other games there are often 5 Bob-the-level-designers, 7 Mike-the-prop-modelers, 8 Tiffany-the-go-for-girl's etc....
We don't have audio yet - but sound effects are definitely needed - as well as sound effects...
... because while RCX doesnt work it yet - RCX animations will need it - fairly soon...
It's opensource - so if u think you can contribute in any way at all - you are definitely welcome to - even if your content cant be used right away yet.
When I first joined I waited I think 3 whole months before my stuff ended in an actual RCX build. But - by that time I had already generated about 45MB worth of Acii Format 3d model files.... which is quite alot ---
Just pop in an say high - perhaps Slinger might have a sudden need for something.
Slinger is getting on his way to planning out the interface and menu's - to me - its a sign that this sort of thing is on its way sooner or later.
Particularly since generic audio buffers in DirectX (and OpenGL ) are easy to code - so music and generic interface sound effects wouldn't take that much time to implement.
Likely you will have to use OGG format as your output though - we are avoiding most proprietary formats as much as possible, I'm certain MP3 is likely.
Just remember - for credit purposes - always fill you MP3 info tags as well as IDV2 and IDV3 tags....
... because the PHP systems I am coding for the next RCX website will be reading from them to generate credit files automatically.
Of course the AI aren't 'human enough' yet .... but ... Scawen has already said many times that he has this on his to do list .... his current priorities are far more important however.
Look for the search feature - u will find it eventually.
After eventually finding the LFSFORUM search function you can use that to search for Scawen's posts
.. or even search for Scawen himself and lookup his previous posts directly on his publicly viewable profile here at LFSFORUM....
Its 3 years old - but some of it has been implemented - the rest only ended up on a to do list .
EG : every now and then something 'is' implemented: here is one example:
Which is now solved - amongst many others.
However - I will review anything that is still valid in that thread, remove those fixed, and update a fresh thread about the AI improvements topic - removing anything that seem like bad or useless ideas now .....
-- Additionally - Scawen has mentioned that the AI are benefiting from the Tyre Model update in addition to the Scirroco - He just said it here
So any immediate post about the AI could become invalidated easily if I create a post now - before the next release.
I promise - ill recreate the AI Suggestions thread the very instant I have had the opportunity to test the 0.6A we are all waiting for - and ill bump it continuously. Even though im sure Scawen is already aware of most things that would show up in such a thread anyhow.
I have been driving offline allot lately - but usually not against AI - as opponents can interfere with certain setup testing scenarios.
I hate World of DumbCraft - but that last line is 100% Agreeable....
I am playing a MMO that has been around since 2002 though ...
lifelong games, sims - thats what we need.
.. backed up by the reasoning that Scavier have every intention to keeping LFS pure - adding additional devs could mean changing the way the sim functions - we certainly wouldn't want some EA dev to come along - the kind that codes NFS....
I am one of those people - thats why I take part in the project mentioned in my signature - It's fun to be part of a game development project ( especially when u get in one early).
I make no money from it - whatsoever - its just --- for me --- as much fun creating content for a game - testing it - and posting issues on engine bugs - stuffs - physics notes etc to our 'developer' (without that 's') guy....
... its just so much more fun than 'just playing' a game. Because at the end of the day - Ur playing something that makes you feel good - even if it is still primitive - and even if u have no benefit other than self satisfaction.
Try it - it's great. Been basically me and 4-5 other active team mates for almost a couple years now - and dev is CRAP slow since our 3d engine is scratch built..... but its still fun...
Every time I load one of my models into the RCX engine to test - i think ' In 2 years this is going to be facking awesome - in 5 years I will look back and see how much I have learned from being part of a game development team. Maybe ill even be a part of a bigger project by then...'
On the other hand - your community get's impatient - then they pretty much force you to shut up and work behind the scenes - because no matter what you say - an idiot will always open his mouth - this much can even be learned from working on FPS mods and such as well - if you end up in a big one....
The perfect solution - that pack rocks =)
I would love to see anyone who has shown the same dedication and passion coders like Scawen have - in the sim racing industry.
Usually --- that type of thing would usually spark a form of curiosity.
I'm as curious as a kitten --- if LFS does 'anything whatsoever' ---
There are things in the BF1 im still curious about so constantly - I have been putting in 50 - 100 OFFLINE laps a week -
- because studying telemetry and physics in LFS - will benefit the notes I email to Slinger (at RCX )
... come to think about it ---
-- I have learned a great deal from this sim - even if I hardly race online anymore - Im still there - offline testing - or eyeballing the forums weekly...
I remember when I was a noob ( on Fragmaster's servers ) .... I gave them hell... I think Failure probably even hated me ...
But - I have learned from Failure as well - in fact - I learned a GREAT DEAL from him, and Plaztik ...
FM - SCAVIER , ... certain other smurfs around here ( Bob Smith , I want to know everything u know... ) ... they are actually pretty good teachers..... they just dont realize it
BTW - have I drifted off topic, I may have gotten carried away.....
Some of you may have seen this before - things have progressed quite a bit more since my last post here on lfsforum during 0.05 ....
We spent time rebuilding a large portion of the engine ( 0.04 to 0.06 , effectively ending the 0.05 branch )
- The code was moved from C to C++...
- the 3D engine and OBJ loader is completely rebuilt - multi-threaded - and now makes use of threading and VBO memory
- ODE and Update stuffs now threaded
- Our current development build is 0.07
- 4WD is no longer functional (for now)
- The engine is constantly modified to be heavily and easily mod-able at all times....
- Complete remodeling of all 3d content is under way for 0.07 and 0.08
- Texture Mapping development will be starting soon
- and alot of geek stuff....
I am the lead 3D Modeler/Designer for this project, with Mat(Soul Slinger) as the lead developer, and additional development by Spontificus and and Mac. - as well as others from various locations around the world. With our small team - development is relatively slow.
The project was founded by Jon (Me AKA Jon) -- the current owner of the domain.
We are seeking fans of the great classic with any C/C++, and 3D modelling experience to assist us in our future releases. We could really use some additional help in the code or art.
We need:
--> C/C++ coders familiar with OpenGL - GlUT, UNIX/WIN32 / SDL (or any one of these)
--> Concept Artists for cars, tracks, etc - any form ( We are all Anime fans )
--> 3D Modelers familiar with popular tools Such as Blender - 3DStudio Max , XSI Studio - unclosed ( open ) meshes are welcomed ( Please NOT Cinema4D, UT-ENGINE, or POSER/DAZ - they output crap standards when OBJ - or other formats are involved )
--> Pretty Soon - Track Designers
--> Texture Artists
It is openGL driven - built for for Unix and Windows- using ODE for physics - a long term project - After 1.5 years of development we are at development version 0.07 atm - with working scratch built 3D engine and working ODE implementation - multi threading - and more. It will be targeted largely at Multilayer gaming.
This is also a long term project - a side hobby. Don't think it will be a fast trip to fame... dedication and patience is always the key to victory.
Some examples of in-engine shots and recent 3d work :
Visit goRCX.net/forum and navigate our imperfectly organized forum =)
edit : this will give those I-Hate-Scawen's-Slow-Progress screamers something to do if they are bored enough to spam the 'rcx-is-dead' thing so long. Anti-productive and impatience gets u no were.
I WANT to see my country lose... so that I can turn towards the half-british-dutch locals , point - and laugh my god damned ass off as their poor egos float down the crime ridden hillside along with the mugged tourists.
Development of a OLD Game by one person : reasonably hard work.
Development of games in the MODERN WORLD. A crap load of hard work for even a full Live Team, 3 People in a realistic racing sim that also have a huge community to tend to, server maintenance, and what now -- most likely extremely overloaded.
And then the community bitches when Scawen (or all of Scavier) goes on X-Mass leave.......
Try programming a Modern game engine, from scratch, with you OWN Physics model, your OWN 3D engine, YOUR OWN audio management framework, your OWN AI, you own Image loading, decoding, conversion ..... overall and entire DirectX game engine framework, and additionally, the game that runs on top of that.
Now look at Everquest (i'm a MMO type as well):
3D yes, AI, no, only NPC mobs that attack nearby players without much thought, generally serverside managed.
Complex Physics, NO.
An audio synthesizer that generates all of your character sounds, NO. They use PCM formatted audio buffers from file streams.
Internet Gameplay, Yes. precise UDP position updates, no. Not needed as much as FPS or Racing sims.
Damage Model : no
Complex Tyre Model. no
Advanced player tracking and comparisons in real time (LFSworld), as well as permanent statistics for every last action anyone has ever done: Not even close, but limited data exists.
LFS: 21st century development.
Everquest: 1990s development initially.
... should I continue listing them?
Next thing your gonna try to use as comparison is Ultima, or something right? Or some old N64 racing game...? Sega Scud Race?
The LFS code in the Game Client is far more complex than MMO's released in the 90s, and most MMOs released since 2000. It is safe to assume the coding quality is much higher as well... better planned.
Do you know 3D math? try mentally working out how a huge collection of Vector3 variables need to behave by yourself, and implement it... in 2 hours... that's a huge demand....
Not only do most people lack common sense in this community, but they lack the development skills to understand what Scawen could be going through ATM. Scawen has a big issue to work around, and then he has to worry about the response the community has to give them in return.....
You want them to give you dev updates.... but then the community flames them, very harsh.
They have a right to keep quiet, in order to keep their own stress levels down (Scavier, that is)....
Scavier WILL NOT, for reasons of purity, hire additional developers. They want the simulator to work in a certain way, Scawen codes in a certain way, Eric and Victor do their work as well in their own particular way. Adding additional developers could mean compromising the way you manage your work, since another person's code could change the whole feel of the application framework, and perhaps loose it's taste altogether. They know as much as anyone that more developers = faster development, but they also know that faster development can also mean loss in quality.
I am employed as a Web Developer. I code in .Net and PHP, I do 3D Modelling for an Opensource project, and I have 3 years of Architectural Modeling experience working for an Architect. I am in development of a PHP CMF, and I am overloaded with feature requests , from my employer alone - for this thing. He has already suggested adding a developer to assist me in coding it, and I refused. I have coded this framework by myself for a year now, and am still near releasing it. There is a waiting list of websites that want to use it as well, and they keep waiting.... and they WILL wait until I have it working the way I intend to make it work by myself with no assistance from anyone.
Most of them have been patient, and understand that I as their developer and webmaster want to give them the most powerfull PHP Content Management Framework I can conjure out of my fingertips. The others, especially those that have the IQ of goldfish, were not patient, one of them expected it to work in a week, and complained. 3 Websites that run test copies of that framework at no additional cost to their regular hosting packages, provide me with bug information.
The framework itself on the other hand keeps track of errors for me as well. We don't use a help desk for PHP development around the CMF, and we dont publicly advertise it yet for the fact that we already know that we would have to deal with a community of ungrateful know-nothing that have yet to mentally age to their physical number.
Some developers manage their code by themselves because quality is far more important to them than features. Look at the browser wars during the 90s, it is perfectly relevant to that kind of reasoning - were competition and adding as much content as possible to be better than the next guy, resulted in buggy incompetent and unstandardized web browsers. Developers who think content is better than quality have usually found themselves more more work after release - fixing all their screw ups because they were worried about get more a bugger feature set in 'rush hour'.
Scavier wants to release a content feature, but a previous portion of code made that feature imperfect. Therefore, for the sake of perfection, their new content has not been released, and WILL NOT BE released until IT IS PERFECT: is fast, reliable and usable by the ENTIRE community here at LFS.
The new physics appear to have a performance issue for slower CPUs, were generally in the past LFS has always been a pretty fast sim by itself. If the new feature does not live up to expectations, then their is no way developers should release it whatsoever until it IS perfect.
That is why they test privately. Their private tests failed, therefore they cannot release public tests. If they did it would become a quality issue in a public product.
Stop DEMANDING them to release a feature set that isn't ready, because your essentially and deliberately asking for low quality content to be delivered.
Try telling your pizza restaurant to bring you your food NOW in WHATEVER state of preparation it is in: what will you get?
Bloody red T-Bone steak, uncooked rice and a living crab on your plate, and a sheep next to your table.... will you still eat it?
No, you will instead flame the waiter and the chef because your food isn't prepared correctly, yet it is your fault for demanding it delivered right away.
The same logic applies to all industries. Games, Software, Hardware, Cars, Food, Airline, whatever - you name it. How it is implemented will vary, however.