My brain makes things explode.
General
Blog entries related to various development-oriented things, from mini-projects to discussions in general.
Lights, Camera, Action/RPG!
Jul 28th
Well, I’m back. With the return of the Internet to my computer, it is time for me to return to my development. Unfortunately, I’ve been away from writing my tutorial series for too long, and I’m not going to be continuing it. I intend to release some one-shot tutorials for a while, and I’m working on developing two 3D Point-and-Click Action/RPG prototypes – one with a custom C++ engine using OGRE 3D for rendering, the other using Torque 3D. Both prototypes are pretty much going to be the same thing – but each of them is intended for me learning/touching up on different systems.
Qt4
Mar 29th
As of last night, I started looking into using Qt4 for future Application development projects of mine – and damned if it doesn’t look like the best option available to me (the best alternative being writing the UI on each different platform individually). For those who don’t know, Qt4 is an immensely popular and very powerful cross-platform application library that works with C++, and is supported on a large number of machines – from 64-bit Windows desktops to 32-bit embedded Linux solutions to the wonder that is Mac OS X. All without having to change the code – all that is required is a recompile (assuming you’ve set things up properly, of course). It even supports cross-platform project (.pro) files, and has a cross-platform toolset that accompanies its SDK – including a GUI designer, a set of debugging tools, and even an IDE that ties with a MinGW compiler.
I’ve started working again on an IRC client – now under the name alienIRC (formerly SevenIRC, which was being planned solely for Windows). I’ve also decided to make it completely open-source, and intend to license it under LGPLv3, something it shares with the Qt framework that is going to power it. I’m going to be setting up a Git repository on Gitorious for the project, and will be setting up some development pages on this blog – including issue tracking, a wiki, and some other tools. Right now, my plan is to closely emulate the mIRC interface – mostly because mIRC is my favorite IRC client – and will be working to make sure it feels native on all supported platforms. I will personally be maintaining builds on Windows (32- and 64-bit), OpenSUSE 11, and Mac OS X Snow Leopard. I will primarily be using the IDE that comes with Qt, though I will work to ensure that it compiles in X-Code 3 and Visual Studio 2008/2010.
As far as alienIRC itself goes, I’m looking at the possibility of using WebKit for the chat windows’ messages. This would make it incredibly easy to add formatting, because I could easily change messages from the mIRC color character into HTML tags before adding the text to the message box. It all depends on how it runs compared to a custom text box. I also plan to implement a number of features that are popular with mIRC, such as scripting (Lua, specifically), “address books,” nick highlighting, file sharing, et cetera. I’m currently working on some UI concept work – since it will have to be different from SevenIRC’s WPF plans and the previous OS X-only alienIRC UI concept that relied on some UI elements only found on Mac (such as Drawers).
If anybody is interested in contributing to this project, send me some messages – I’d be happy to hear your input, especially on features that you feel would be good to implement. Make sure you sign up for an account on Gitorious – and that you upload your SSH keys and such. If you’ve never used Git, and you’re a Windows developer, this is a very useful link for seting it up on Windows: Git for Windows Developers: Part 1
Torque Game Builder/Box2D Integration
Feb 20th
I’ve been looking at Box2D a lot recently, mostly because Torque 2D (Torque Game Builder’s replacement) is going to be using it. It’s a damn good, and powerful, two-dimensional physics engine -- it’s what powered Crayon Physics, and several similar physics-oriented games. Box2D is a pretty beautiful thing, from what I’ve looked at, and it’s been ported to a lot of systems. Recently, I found a Torque Game Builder integration for it, and figured I’d look into it. Currently, it’s integrated into the Torque Game Builder editor, and still allows for the use of the standard TGB physics (you cannot have both Box2D and TGB physics on the same object, however). The system comes in the form of a class that needs to be set on the Scene itself, and behaviors that you add to objects. The system uses the object’s convex collision polygon, as well.
Video
Screenshots of the Pyramid Test
Stacked Pyramid
Tumbling Pyramid
TGB/Box2D Integration Links
Torque Game Builder 1.7.4
Box2D implementation