charlie {l Wrote}:Perhaps if you would rather pool your own personal resources into the coding side of things then you might inquire over at OpenGameArt(.org) to see if anybody is interested in helping with the modelling.
Duion {l Wrote}:Why don't you use an up to date engine like Torque3D, it might be a bit harder to get started, but in the end you can have full 3D realistic graphics like cities skylines.
StephenJSweeney {l Wrote}:Don't aim for the standards of an AAA game. Have clear, attainable, well understood goals rather than false dreamy ambition.
This needs framing.
mdtrooper {l Wrote}:Well, is there a code repository such as git or svn?
And your work is awesome.
dulsi {l Wrote}:Conversion to SDL2 is pretty easy. The SDL2 migration guide gives you all the information you need to convert a program. I've done it twice now for Bt Builder and Troll Bridge. I'd suggest creating a repository somewhere so people can easily help or see what you are up to.
Duion {l Wrote}:Why don't you use an up to date engine like Torque3D, it might be a bit harder to get started, but in the end you can have full 3D realistic graphics like cities skylines.
charlie {l Wrote}:Duion {l Wrote}:Why don't you use an up to date engine like Torque3D, it might be a bit harder to get started, but in the end you can have full 3D realistic graphics like cities skylines.
That's just dangerous talk. That kind of pie in the sky thinking is what kills open source projects. Don't aim for the standards of an AAA game. Have clear, attainable, well understood goals rather than false dreamy ambition.
Duion {l Wrote}:charlie {l Wrote}:Duion {l Wrote}:Why don't you use an up to date engine like Torque3D, it might be a bit harder to get started, but in the end you can have full 3D realistic graphics like cities skylines.
That's just dangerous talk. That kind of pie in the sky thinking is what kills open source projects. Don't aim for the standards of an AAA game. Have clear, attainable, well understood goals rather than false dreamy ambition.
And this is just ignorant talk, this is what really kills open source projects. You aim low, achieve even lower and get forgotten.
You have to code the game logic anyway, so you can stick it as well on a high quality foundation, like up to date graphics, there is not much difference in efford required as you might think. There are many games out now that have been made by small indie teams but can compete with AAA titles thanks to the technolog being available to everyone now.
ChristopherH {l Wrote}:I tried to do the process of SDL2 conversion by changing the headers to <SDL2/SDL.h> etc... but I come across some crazy errors I don't understand so I should probably learn C++ better first.
farrer {l Wrote}:ChristopherH {l Wrote}:I tried to do the process of SDL2 conversion by changing the headers to <SDL2/SDL.h> etc... but I come across some crazy errors I don't understand so I should probably learn C++ better first.
Did you take a look on the SDL2 migration guide? When I converted DNT to use SDL2, all the errors and problems that happened while changing were easily fixed with a look on it.
const String Sdl::GetRuntimeVersion()
{
const SDL_version* lpVersion = SDL_Linked_Version();
//assert(lpVersion != NULL);
String lsStringVersion;
lsStringVersion << (short)lpVersion->major << "." << (short)lpVersion->minor << "." << (short)lpVersion->patch;
return lsStringVersion;
}
ChristopherH {l Wrote}:This is the troublesome part. Apparently SDL_Linked_Version doesn't exist in SDL2.
(...)
It was last edited by none other than the original OpenCity dev himself. So I'm not sure if this is something he added himself. It's only present in what's described in the code as the "sharp plus framework". It looks to me like he was trying to test out some new code, possibly to replace the old, creaky stuff?
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