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How to program a chess: a forum based tutorial

Started by December 23, 2004 11:09 PM
276 comments, last by da_grat1 19 years, 8 months ago
Actually, we are going to define our own file format and write an export plugin for milkshape. Its not as hard as it sounds and the bonus is that we only use the information we need (ie we leave out animation). Milkshape will also import from 3ds max but if you dont have milkshape you can easily write an export plugin for max.

Will post later,
- llvllatrix
Is it possible to implement simple animation for this game... That is what i am hoping for..

About the milkshape... I do have it :) ..but it will expire in 4 more days :(
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Quote:
Is it possible to implement simple animation for this game... That is what i am hoping for..


Animation is kinda hard. I do have the code written but it would take for ever to explain. Perhaps for the next game?

Quote:
About the milkshape... I do have it :) ..but it will expire in 4 more days :(


I'll convert the assets to our format using milkshape...its nothing to worry about. In the future, you may want to build your own assets and in that case I suggest you either buy milkshape ($25.00 US) or write an export plugin for blender (shouldnt be that hard).

Will post later,
- llvllatrix
Quote: Animation is kinda hard. I do have the code written but it would take for ever to explain. Perhaps for the next game?

Please consider about it :( ...lol just kidding.. If the animation takes long time to finish the game, then just forget it... :) lets continue with the tutorial... yeah..
After the modal loading tutorial...we will go into moving the chess pieces right? :)
Quote:
After the modal loading tutorial...we will go into moving the chess pieces right? :)


O right! I almost forgot...I'll layout the design for our game logic asap. I've been doing some research since you asked. I'll compile everything into a final design doc and post it. We wont be implementing the system soon tho. Still a lot to do before then.

Heres a list of whats to come:

- model loading
- lighting
- drawing menus
- window creation (i decided to go wtih win32...I think you guys can handle it)
- input
- linking menus with input

That should be it for the bottom layer except for the AI. I want to try and separate out the ai and other aspects of chess from the engine as much as possible. This way we can have a release of our engine separate from the chess release so that we can create other games with it.

Will post later,
- llvllatrix
Quote: Heres a list of whats to come:

- model loading
- lighting
- drawing menus
- window creation (i decided to go wtih win32...I think you guys can handle it)
- input
- linking menus with input


Wah so many.... how long will it take to finish all these.... Can it be done within this month...
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Will do :) I estimate that I should be able to go one subsystem per day but I'm going to need you guys to do a bit of the debugging. If you find any bugs, post em and I'll try to correct it.

Will post later,
- llvllatrix
Quote: I'm going to need you guys to do a bit of the debugging. If you find any bugs, post em and I'll try to correct it.


Ok..
Quote: Original post by llvllatrix
... I'm going to need you guys to do a bit of the debugging. If you find any bugs, post em and I'll try to correct it.


Sure will. :)
Yeah doesn't sound like too much work :)

Are we going to have background music? If so I'de suggest streaming that, rather than loading that into memory and just reffering to it alot. I'de think that other sounds(moving the chess piece, etc), are more actively used, thus called more frequently so we should reserve memory for these rather than the background music.

Also, about the menus. Will we be using the basic dialog boxes for that? Or will we be putting bmps on these buttons and just catching the click and loading the particular context?

Are you thinking about using classes or function libs for the window creation/management(resizing, switching style etc)?

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