OpenEQ Progress report #2: 1/2/05
I'm proud to announce that OpenEQ is moving along smoothly!
The UI base layer is complete - that is, we can now code the UI in python including a small array of widgets almost resembling GTK. We have both a python console for tweaking the UI(and other python components) on the fly, and a dev console a-la-half-life is on the way for adjusting the guts of the beast.
Level switching is implemented! You can now switch around between zones using a dialog designed for that purpose, and there is also a null level of sorts(blank the text box and hit select) that might evolve into something along the lines of a main menu background in the not-too-distant future.
The base for the networking code is starting to take shape, it'll be an oddball blend of python and C++ so that pieces of the UI can talk directly to the netcode. Networking is totally abstracted, with appropriate modifications to the server, it can be adapted to any protocol you can dream of. Expect openeq to communicate with servers in a week or two.
Animated textures are done for the most part, maybe a few tweaks here and there. Fire looks awfully silly with a static texture!
A few performance changes such as vsync - currently openeq only renders when it needs to, ie when the UI changes or when you mouselook around, this doesn't go over well with animation, and becomes totally worthless when the netcode comes in. This will also restrict FPS both to better effeciency(only render as fast as the monitor can display) and therefore reduce CPU load from the usual 100%.
Expect a lot of changes coming in the next few weeks, and as always, help is welcome.
|