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Author Topic: Help in development  (Read 3308 times)

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tut4ever

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Re: Help in development
« Reply #13 on: April 29, 2011, 06:18:32 AM »

 Make some demo exe and put it -->home.
mk some example. --> very usefull (for newbie)
if make medium game i think CAST very easy.
make more Filter same as photoshop in CAST
create game use some autokey (eg: mkmap, sndPlay, ...)

P/S:
In 2002, Delphi have been popular. I will use Delphi + VC++ and dev CAST if I can
sr I styding E :((. Oh very bad  :P  :-[
because VC++ very fast but read source with me very slow... slow :'(
Delphi is OPP, code = pascal. --> very study.
Rip all tut --> ebook chm, pdf, html --> if U want make game, coding offline with CAST.
« Last Edit: April 29, 2011, 06:28:18 AM by tut4ever »
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Mike

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Re: Help in development
« Reply #12 on: July 29, 2010, 03:45:16 AM »

I think put the CAST II  on http://sourceforge.net/ is a good idea. ;)
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admin

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Re: Help in development
« Reply #11 on: July 26, 2010, 12:45:13 PM »

An OpenGL renderer can be obtained by rewriting all directx-specific code in C2DX8Renderer.pas (the whole unit is directx-specific) with OpenGL API calls.
The current C2OGLRender.pas is just a copy of C2DX8Renderer.pas with almost no changes. Feel free to use/change it as you wish or create your own unit.
There is no other graphics API specific units so only C2DX8Renderer.pas needs to be rewritten.

Seems, a separate forum thread will be needed for all questions you probably have.
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valoral

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Re: Help in development
« Reply #10 on: July 26, 2010, 08:49:24 AM »

ok, OpenGL renderer will be.

At the moment I'm looking the cast II documentation to learn about object Hierarchy.
It seems I will have to implement TOGLRenderer,TOGLStateWrapper,TOGLTextures and so on class methods but I've look into C2OGLRender.pas and I've seen something is implemented but it's directx there.
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admin

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Re: Help in development
« Reply #9 on: July 24, 2010, 12:06:09 PM »

A Newton 2.x based physics subsystem is already implemented in CAST II engine (unreleased yet).
3D formats are useful but there are many good enough converters into already supported formats.
DirectX 11 (seems that DX 10 not actual now and DX 9 too) renderer is a thing which really needed due to lack of modern shaders in the engine.
OpenGL renderer will open path to Linux and other platforms as well as to modern shaders.
So my vote is for OpenGL. ;)
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valoral

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Re: Help in development
« Reply #8 on: July 23, 2010, 04:17:06 AM »

Well...Pascal comunity realy lack of a 3D engine... so I'm very happy to give my little help.
On the tasks posted down there actualy I could care of:
- OpenGL renderer.
- Make some 3D formats importer..I alredy did some converters from cupple of formats to my little 3D engine.
- Maybe DirectX render. While I realy would like to do this I'm still learning about DirectX so better work on other points in my opinion...at last for now.
- I could also learn about physic engine but that would mean starting from 0.

So... what is more needed between the points I listed upper?
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admin

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Re: Help in development
« Reply #7 on: July 22, 2010, 06:09:00 AM »

Hi Valoral,
I'm glad to see someone willing to help.:)
Are you interested in a specific task from the ones in the first post?
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valoral

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Re: Help in development
« Reply #6 on: July 20, 2010, 05:53:48 PM »

Hi,
I would like to help with the development. I started learning object oriented pascal (Delphi as compiler) myself like 10 years ago so I'm quite experienced with it. Even if I'm studing aerospace enginering, computer programming has always been my passion, expecialy in 3D field.

I know basics of 3D since I tryed coding a little 3D engine myself with OpenGL.
Nothing complicated, it was loading a map with texture and lightmaps, letting you moving around, but I'm pretty intrested into learn more.

Recently I've started studying about DirectX too.

Other knowledge: Winsock programming, Lua (binding in Delphi) which I used as script engine for some projects, c++.
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admin

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Re: Help in development
« Reply #5 on: November 26, 2009, 11:09:28 AM »

A spray tool to paint with grass, trees and even stones as well as other decorations is a good idea and will be implemented.
Procedural trees is a must have but novadays is not enough to have a couple of crossed planes and call it a tree. Speedtree is a good sample of a procedural tree subsystem. Not so hard to implement but a lot of work...

Concerning preview button - actually CAST II Editor based on WYSIWYG idea. What you see in the editor is what you get in your game.
More specific preview is not possible because CAST II is not a game constructor. It is an engine and its editor can't know when and which menu it should display and which level load first. And even if a game has levels or menus at all.:)
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wrapscallion

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Re: Help in development
« Reply #4 on: November 26, 2009, 09:29:39 AM »

I'm looking into an older program that was built on openscenegraph in delphi by one guy.The program was called " 3d rpg builder"( site is down, program gone, sorry but you can check out some specs of it in this devmaster post here :http://www.devmaster.net/forums/showthread.php?t=5236)

It had a system of procedurally generated trees back then, kind of like using the spray function in ms paint( kinda).You clicked the icon, chose 3 or 4 tree types, and then chose how large of an area( like 4 x 4, 8 x 8 , 16 x 16 etc.)and " sprayed" them on the terrain.

I loved that system.

Here's an even better explaination of it ( the terrain, and some shots of the editor( just for ideas, of course))http://maturion.ma.funpic.de/other_files/Terrain_Tutorial.pdf.


If ya want, I can see how to do trees in free pascal?


edit: i use a program called  reality factory.It has a tool called rfeditpro...in which you make your level/area, assign stuff to it, then you can preview how everything fits with the click of an icon.You can see how your changes will work in game, from menu, gui, characters, lights etc.Kind of a view-with-engine thing, except that it hasn't compiled.

is that possible to have something like that here?I think that would help beginning developers out loads.....
« Last Edit: November 26, 2009, 09:38:22 AM by wrapscallion »
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admin

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Re: Help in development
« Reply #3 on: November 18, 2008, 10:57:26 AM »

veltro, some of the tasks above are nothing to do with 3D. E.g.
 * implementations of platform-dependent modules for various platforms (Linux, MacOS)
 * procedural vegetation generator (at least for trees)
 * a physics engine integration (Newton, ODE, etc)
 * GUI-controls
Also you can advance your skills into 3D stuff.;)
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veltro

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Re: Help in development
« Reply #2 on: November 18, 2008, 03:07:57 AM »

I would like to contribute.

I'm noob in 3d programming but I have several years of Delphi programming skill. How can I help?
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admin

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Help in development
« Reply #1 on: November 11, 2008, 02:33:43 PM »

Volunteers invited to participate in development of CAST II.

There is much already done but even more left to do.;)

The list of tasks which not require a deep knowledge of the engine internals:
 * OpenGL renderer
 * implementations of platform-dependent modules for various platforms (Linux, MacOS)
 * procedural vegetation generator (at least for trees)
 * various 3D formats importer (may be COLLADA)
 * a physics engine integration (Newton, ODE, etc)
 * DirectX 9 renderer
 * DirectX 10 renderer
 * GUI-controls
and many more.

3D models and textures are also needed for use in engine demos as well as for a free artwork library planned to include with the engine.

To become a CAST II developer you should understand the foundations of the engine and contact the author e.g. via contact form. It's desirable to indicate your sphere of interest and introduce yourself a little.

Come on! Together we'll do more, better and faster!
« Last Edit: June 21, 2009, 10:27:51 PM by admin »
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