Maybe some parts of your rendering engine must in final be in a lib like gb.sge Le 9 oct. 2013 22:15, "Kevin Fishburne" <[email protected]> a écrit :
> On 10/09/2013 01:46 PM, Jussi Lahtinen wrote: > > Are you using SDL, OpenGL? > > > > What is the map size? > > > > How many lines of code? > > Run this on your project folder to know: > > find . -name '*.class' -o -name '*.module' | xargs wc -l > > > > I have also written some game (RPG), but it seems I really don't have > time > > for it. > > Maybe some day. Also I have big problems that I'm never quite satisfied > to > > current features and the plans keep on "floating". > > So I end up to rewriting stuff a lot. > > > > Jussi > > I'm using SDL for window management and audio (will be migrating to > openal in the future) and OpenGL for most of the 2D and 3D stuff. There > are some software image operations (DrawAlpha, etc.) that feed some of > the OpenGL textures as well. > > Littoral (the world generator) allows the map size to be specified in > powers of two with a maximum size of 65536x65536 tiles at a one foot > resolution, or 12.4x12.4 miles. The final map size will probably only be > 8192^2 or 16384^2 for various reasons. > > That's a nifty little script there...will save that one, thanks. Here's > what I get for the client/server project: > > 2392 ./.src/Client.module > 820 ./.src/AI.module > 480 ./.src/Craft.module > 1663 ./.src/Tiles.module > 2662 ./.src/Player.module > 2191 ./.src/Server.module > 1240 ./.src/Network.module > 1832 ./.src/Fauna.module > 1069 ./.src/PWO.module > 19 ./.src/Console.module > 171 ./.src/Gear.module > 640 ./.src/Audio.module > 745 ./.src/Wisp.module > 1376 ./.src/Block.module > 9624 ./.src/Render.module > 395 ./.src/Calculate.module > 27319 total > > PWO's (the PWO module) are "persistent world objects", which are things > like trees, rocks, fallen branches, seashells, weapons, etc. > > For Littoral I get: > > 410 ./.src/Fauna.module > 440 ./.src/PWO.module > 454 ./.src/FormMain.class > 502 ./.src/Elevation.module > 424 ./.src/Preview.module > 14 ./.src/FormFileChooser.class > 72 ./.src/TempFile.module > 387 ./.src/Tile.module > 64 ./.src/Calculate.module > 2767 total > > So 30086 lines of code, holy shit. ;) > > The secret to getting a project done, at least for me, hinges on 1) > having an initial design document that's neither too vague nor too > specific which governs the scope of the project and 2) absolutely > dedicating yourself to seeing it through to the end, no matter how hard > it may be at times or how long it may take. > > GAMBAS is an awesome language for games; easy to learn but very > powerful. If your project's runnable I'd like to see it. > > -- > Kevin Fishburne > Eight Virtues > www: http://sales.eightvirtues.com > e-mail: [email protected] > phone: (770) 853-6271 > > > > ------------------------------------------------------------------------------ > October Webinars: Code for Performance > Free Intel webinars can help you accelerate application performance. > Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most > from > the latest Intel processors and coprocessors. See abstracts and register > > http://pubads.g.doubleclick.net/gampad/clk?id=60134071&iu=/4140/ostg.clktrk > _______________________________________________ > Gambas-user mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gambas-user > ------------------------------------------------------------------------------ October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register > http://pubads.g.doubleclick.net/gampad/clk?id=60134071&iu=/4140/ostg.clktrk _______________________________________________ Gambas-user mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gambas-user
