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- Hi there.
-
- >Well, I don't like the word 'coder'. I feel more like a programmer/hacker.
- >I've been programming for around 15 years now. A short history:
- Same for me. I started when I was ten years old, on the school's TRS-80.
- Quickly I got a TI99, and then an ATARI800XL. And then,naturally enough, I
- got one of the ten first STs in France (the one with separate power supply
- and disk drive. I even had a RGB adapter made up with pins borrowed to chip
- supports... Uugh!)
- I was quite long to buy my falcon, though: got it two years ago.
-
- >Despite all that I'm not working in the field of programming, since I
- >decided that I didn't want to spend eight hours a day on something that
- >I like as a hobby. Instead I'm researching chip design in full-custom VLSI.
- Hehe! Looks like my own history. I had the choice between math, computing
- science and physics. I didn't want to do only one thing all my life, so I
- chose Physics. Never regretted it!
-
- >In any case, I'd feel reasonably at home in just about any language you'd
- >like to use for this project, but I'd prefer C and/or assembly.
- >(Who without enough memory to use G++ comfortably wouldn't? ;-)
- I think assembly language is the reasonable choice. We will need all the
- power we can get.
-
- >Regarding what I could do, I'd say just about anything but the monster AI.
- >But perhaps that's not too complex in DOOM either.
- Nono. But anyway, to be compatible with the WADs doesn't oblige us to have
- the same AI for the monsters, who are anyway quite dumb: as soon as they
- have spotted you, they follow you and try to shoot you. Unfortunately for
- them, they don't know we are in GOD mode and have a full plasma gun, whereas
- all they have is a jammed pistol... HAHAHAHA ;)
-
- BTW, I think we will include the same cheat modes...
-
- >Well, I've always liked graphics programming...
- >Never done any 3D outside the U yet, though it's on my 'todo' list. It's a
- >pity DOOM is mostly 2D.
- No it's not a pity, because this way, it becomes a lot faster, so that we
- can port it on atari. I don't think it would be reasonable to make a Descent
- clone on atari, would it? So the 2D aspect suits me fine.
- Our task will be easier
-
- >Shouldn't all that be a secondary concern?
- Well, in fact, of course the 3D engine is top priority. But we are going to
- work as a team, and a very scattered one. So I think we should have one task
- for one person, or for one group in the same area. But of course, we will
- communicate and give our sources to each other, so that anyone can do
- comments on the other's works.
-
- >Sure it should (probably) be done sooner or later, but I'm a strong
- >believer in adding more stuff after the basic functionality (in this case
- >a graphics engine of useful speed) is there.
- Usually it's of course the best way to work for an individual programmer.
- Here, there are several very distinct "modules" to be developped, and then
- brought together: the 3D engine, scaled sprites, sounds, music,
- communication, and the management of the universe (to move the monsters, the
- player, manage the weapons and so on)
- Each of these modules can be developed and tested independantly.
-
- >With a reasonable design the 'candy' shouldn't be very hard to bolt on. It
- >will after all run completely asynchronous with respect to the rest of the
- >game.
- Yes, that's why it allows for parallel development.
-
- >Didn't someone mention in c.s.a.s a while back that he was writing just
- >that? IIRC it was to be a commercial program using the DSP to play 32
- >channels or so.
- >(Was if Griff perhaps?)
- This would be interesting to check. Perhaps he could give us some tips.
-
- >> Wish to hear from you soon,
- >Was this soon enough? ;-)
- Yes. And this?
-
- Regards,
- Bertrand
-
- +-----------------------------------------------------------+
- |Bertrand Le Roy |A Darwinian theory of Gravitation: |
- |bleroy@ccr.jussieu.fr|In the beginning, mature apples fell|
- |tel. 44.27.72.95 |in all directions. But only the trees|
- |fax. 44.27.72.87 |whose apples fell down have survived.|
- +-----------------------------------------------------------+
- |Laboratoire de Gravitation et Cosmologie Relativistes |
- |Universite Pierre et Marie Curie, tour 22-12, 4e etage |
- |4, place Jussieu, 75252 Paris Cedex 05 |
- +-----------------------------------------------------------+
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