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[Freeciv-Dev] Re: freeciv 1.12.1 spec?
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[Freeciv-Dev] Re: freeciv 1.12.1 spec?

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To: Daniel Sjölie <deepone@xxxxxxxxxx>, Petrus Viljoen <viljoenp@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: freeciv 1.12.1 spec?
From: Andrew Sutton <ansutton@xxxxxxx>
Date: Wed, 5 Dec 2001 11:31:02 -0500

On Wednesday 05 December 2001 11:02 am, Daniel Sjölie wrote:
> > 1. How about that OpenGL gui  someone mentioned.
> > 2. Client Side Scripting.
>
> I think these are more long term than 12.1...
> A client using only OpenGL would take some _serious_ effort... A client
> using OpenGL only for the map (and related graphics) might be more
> realistic but I still don't think I've seen any signs of anyone willing
> and able to do even that very soon...
>
> Of course, I'd really like to do a really spaced out client... More of
> Virtual Reality than an ordinary client with a 3d-map... :) But I
> wouldn't hold my breath (or any release :) waiting for that...

actually, i think SDL would be a little more appropriate since it seems to be 
the preferred gaming api for graphics, sound, etc. but you're right... that's 
way out there.

on a side note, my brother was talking about writing an engine for a building 
games with a tiled, but fully rendederd 3d map using opengl. that would give 
the nice ability to fly around the world and see your cities and units and 
such. of course, then we'd all have to learn how to make models of these 
things, and that doesn't seem likely - i for one am about as artistically 
gifted as a rotting grapefruit :)

> > 3. Interactive Tutorials.
>
> Should be very possible to lay a foundation for this and have it
> implemented in part... Eg, I think it's ok to release if there is a
> tutorial for the citydialog but not for the dilomacydialog...

that might be a little harder than you think. there'd have to be a trigger 
module for the server - actually, not too different from regular building 
effects except that it responds to events in addition to causing game 
changes. interesting.

andy


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