Post by acedia on Mar 24, 2014 0:43:09 GMT -5
Hey, and welcome to another post. Well it's been 2 weeks since the last update, so here it is.
Over the last couple of weeks several things has gone on. First I got bronchitis, was really busy with real world stuff { mainly work getting ready for NAB } then multiple attempts at getting Neosis wrapped within SFML. Well as it turns out OpenGL is not as straight forward as I would like it to be, so after several attempts a getting it going with SFML, I've ditched SFML, in favor of Ogre. Now Orge was my first choice, and trust me, I tried integrating Neosis with a couple of other engines, which i wont mention, cause well, it was a waste of time, resources, and I wanted to give you guys the best experience possible without rendering your machines useless in the process.
Were up to about 1k lines of code for the framework, including the AudioManager, InputManager, GuiManager, GameWindow and Renderer, and some game code, to test the various managers. Still have a few memory leaks which are being cleaned up, but are localized to the Game object. Once I get a full intergration of the NoesisGUI engine in place, i will start working on the Scenes for the game, and designing the Layout for Content and Themeing. Shouldn't take too long, this game doesn't have 'that' many menus. I will also start working on the console menus, which will be 'non' themeable, as they will contain network code for connection with the Frontman Unplugged Network. Remember Match Making, Bands, Friends etc.
I'm not going to lie, boiler-plate code sucks, and c++ has alot of it, but once that or a majority of it is done, we could start seeing progress pretty soon. I'm hoping to have more than just 'concept' screen shots up within the next couple of weeks.
On a side note:
This years GDC was awesome, alot of new things are comming, or have already been announced. For instance UnrealEngine 4 full source, Oculus Rift dk2, PiroVR. So much it almost hurts. Yes i would love to make Frontman: Unplugged inside UnrealEngine4, i have the source code for it, and have played around with it for a bit, but it is intense, really intense to be honest. And to be perfectly honest, would save me 'alot' of time doing it in that engine, however with that being said, I highly doubt it would be useful, in the way of 'looks' I mean, there is only really 1 aspect of the game that really uses 3d, and even then UE4 is just overkill.
Anyways, there goes another list of things that were done, not done, and what state were at. As we get most of the 'boiler-plate' code done, more visible progress will be available through screenshots through this development blog. Till then 'Keep Rockin On'
Over the last couple of weeks several things has gone on. First I got bronchitis, was really busy with real world stuff { mainly work getting ready for NAB } then multiple attempts at getting Neosis wrapped within SFML. Well as it turns out OpenGL is not as straight forward as I would like it to be, so after several attempts a getting it going with SFML, I've ditched SFML, in favor of Ogre. Now Orge was my first choice, and trust me, I tried integrating Neosis with a couple of other engines, which i wont mention, cause well, it was a waste of time, resources, and I wanted to give you guys the best experience possible without rendering your machines useless in the process.
Were up to about 1k lines of code for the framework, including the AudioManager, InputManager, GuiManager, GameWindow and Renderer, and some game code, to test the various managers. Still have a few memory leaks which are being cleaned up, but are localized to the Game object. Once I get a full intergration of the NoesisGUI engine in place, i will start working on the Scenes for the game, and designing the Layout for Content and Themeing. Shouldn't take too long, this game doesn't have 'that' many menus. I will also start working on the console menus, which will be 'non' themeable, as they will contain network code for connection with the Frontman Unplugged Network. Remember Match Making, Bands, Friends etc.
I'm not going to lie, boiler-plate code sucks, and c++ has alot of it, but once that or a majority of it is done, we could start seeing progress pretty soon. I'm hoping to have more than just 'concept' screen shots up within the next couple of weeks.
On a side note:
This years GDC was awesome, alot of new things are comming, or have already been announced. For instance UnrealEngine 4 full source, Oculus Rift dk2, PiroVR. So much it almost hurts. Yes i would love to make Frontman: Unplugged inside UnrealEngine4, i have the source code for it, and have played around with it for a bit, but it is intense, really intense to be honest. And to be perfectly honest, would save me 'alot' of time doing it in that engine, however with that being said, I highly doubt it would be useful, in the way of 'looks' I mean, there is only really 1 aspect of the game that really uses 3d, and even then UE4 is just overkill.
Anyways, there goes another list of things that were done, not done, and what state were at. As we get most of the 'boiler-plate' code done, more visible progress will be available through screenshots through this development blog. Till then 'Keep Rockin On'