Shogo: Progress Report

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30-November-1999: Current status on Shogo Amiga/Mac port by Thomas Frieden

 

Client

The client took much less time than expected. After just two weeks, the client completed its startup up to the point where it wanted to start up the client shell, which is the part that actually contains the game itself. It seems the client is fully operational, with just some minor quirks (for example, parts of exploding MCA's seem to be made of rubber, they bounce a little too high).

My current occupation is to find the last remaining bugs, and to try to reduce the memory consumption, which is now around 40 MB, depending on the level played.

 

Client Shell

The client shell is the part of the program where the "real" game resides, it contains the things like menus, user interface, and the code to initiate a game. It was relatively easy to port to a state that allowed it to start and host a local game. The network startup is handled by a Windows dialog, which is the only code that is not yet ported.

 

Renderer

We ported the software renderer first - it was easier because of the relatively Windows-free code. The first version was a prototype that did not do any 3d rendering, just display handling, input and surface management. When that worked (it was the work of one day), I ported the rest of the renderer. Despite some very hard work to find bugs (one took me nearly a week), it worked nearly "out of the box". The speed is acceptable, even the current version with all the debugging code in it is as fast as an equivalent Pentium system.

The hardware renderer is currently worked on by Joe Serra, who is porting the DirectX stuff over to our own OpenGL implementation, which is currently done by Hans-Joerg Frieden.

 


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