MV3D Development Blog

December 26, 2006

aqqqqqqqqqqqqqqqqqqqqqqsw (this subject brought to you by my cat)

Filed under: Uncategorized — SirGolan @ 10:19 pm

There has definitely been more frustration lately. I’ve been trying all week to get Python-Ogre to compile. It’s a very new thing, and the developers have concentrated on Windows so far. The good thing is that they’ve been in constant communication with me to work through the problems– even on Christmas day! It is getting closer. The cool thing about Python-Ogre is that it uses Py++ and aparently, Py++ automatically wraps C++ code based on rulesets you define. That way, as long as Ogre sticks to its coding conventions (i.e. function names and such), then additions to Ogre will be automatically Pythonitized. But, the problem is getting things to compile. Once again, since it’s a new project, there is little to no documentation. Not much in the way of helpful code comments either, unfortunately. This has really slowed my progress this week as I broke my PyOgre installs on Windows AND Linux trying to get this stuff working. So unless I use one of my laptops, I don’t have a working MV3D client. Yes, I said Python-Ogre is working on Windows.. However, there are a lot of little tweaks that need to be done to get MV3D working on it. Part of the problem is that it is for the newest version of Ogre, and there are a bunch of API changes there. But it also doesn’t yet have the cool transformations of 3 tuple -> Ogre Vector3 classes and things like that. I’ve mostly compartmentalized my Ogre code, so there aren’t all that many places where those things come up luckily. Anyway, there is still more work to do. The Windows client (where I’ve been doing the updating) doesn’t even render the first frame yet….

On the flip side, my web-based Asset Tool is coming along well. By well, I mean it is almost to a good stopping point. It is usable right now. You just can’t delete assets and asset groups or create asset groups. There also aren’t yet extra properties for the various sub-types of assets (but the structure is there, so adding them is fairly simple). There is something I find really cool with the way the app works. It is a web app, but it connects to a MV3D server to build the pages. Yay for Twisted! One day, I want to make a web app that works like an in game web-cam, but something that may be more useful is an app like the Asset one that allows you to edit object properties instead. That would be pretty useful. Either way, it is very cool to have a web app the connects to a running game server.

I think with the broken clients, I’ll try and hit on the server things that I’ve been putting off: DB Performance, Area Sharing between servers, and stuff. If I get bored, I can always go back to Windows and continue porting to Python-Ogre.

This week, I happen to have a video projector and have set up a home theater for it. Naturally, I had to log in to MV3D on the 6′ x 6′ screen. It was pretty cool, though it would have of course been much better if there was actually something to do in the game other than walk around and jump into the water.

Hope everyone’s having a good holiday season!

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