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      /  Interesting source code
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PosterThread
Imerion 
Interesting source code
Posted on 27-May-2005 12:53:14
#1 ]
Member
Joined: 25-Aug-2004
Posts: 63
From: Unknown

I found this interesting message on Sourceforge : http://sourceforge.net/forum/forum.php?forum_id=446223

Quote:
No Gravity is a fantastic and futuristic universe made of five intergalactic worlds. An arcade type game with great playability, where it is easy to plunge into space battles against spacefighters, space stations and more !

Remember of the game 'Space Girl' (http://www.bebits.com/app/1114) ? the famous game for BeOS.

It is now rebranded to 'No Gravity'. The source code (GPL), game data (50 levels, hours of gameplay) is here, as well as a port for Windows and MacOS X.

We are waiting for volunteers to complete the BeOS port (almost working) and see, perhaps, a Linux version.


A Linux-port appeared almost immediately. The game uses a software-based 3D-engine so it should work with the current version of OS4. Since the source is free a port might be possible. I don't know much more about it. I hope I am not irritating people when posting this. I just think the game looks very cool and it would be neat to see it on OS4.

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Varthall 
Re: Interesting source code
Posted on 27-May-2005 13:28:12
#2 ]
Super Member
Joined: 17-Feb-2004
Posts: 1559
From: Up Rough

@Imerion

I looks quite cool from these screenshots:
EDIT: Oops... "IT looks" obviously, I certainly don't look cool at all :)

http://www.realtech-vr.com/nogravity/

Taken from README file:

"Before compiling you need the following packages

- Zlib
- libPNG
- oggvorbis
- the game data (NOGRAVITY.RMX 37,127 KB)

(...)

The engine code is in several parts:
- One OS independant part (/rlx32/src)
- An OS dependant part for each platform (Win32, MacOS X and BeOS)
- The renderers for OpenGL and a software renderer implementation.
(There is a DX6 renderer but it is quite broken).

(...)

The software renderer is written in C. It is completely OS independant."

An OS4 port would indeed be quite possible.

Varthall

Last edited by Varthall on 27-May-2005 at 03:35 PM.

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AmigaOne XE - AmigaOS 4.1 - Freescale 7457 1GHz - 1GB ram

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miksuh 
Re: Interesting source code
Posted on 27-May-2005 13:52:51
#3 ]
Cult Member
Joined: 10-Mar-2003
Posts: 731
From: Espoo, Finland

@Imerion

Hmm looks quite interesting. I think I'll try that Windows version when i'm at home.

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Mr_Capehill 
Re: Interesting source code
Posted on 27-May-2005 13:54:36
#4 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@Varthall

Yes, nice screenshots...probably 3D-accelerated though...

Edit: hmm... OS4Depot screams for a 400th file...

Last edited by Mr_Capehill on 27-May-2005 at 01:57 PM.

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lionstorm 
Re: Interesting source code
Posted on 27-May-2005 16:12:43
#5 ]
Super Member
Joined: 31-Jul-2003
Posts: 1594
From: the french side

@Imerion

why not submit this in the os4 zone ? there is a port requesting there.
Lio

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Mr_Capehill 
Re: Interesting source code
Posted on 27-May-2005 16:16:48
#6 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@lionstorm

I posted yesterday a cr*pload of links but they were never published there :(

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Mr_Capehill 
Re: Interesting source code
Posted on 27-May-2005 18:47:58
#7 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@Mr_Capehill

EDIT: removed link. Check OS4 depot soon.

I have crashes from threads but the game can be played...have to investigate if I find the problem.

Last edited by Mr_Capehill on 28-May-2005 at 10:13 AM.

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spotUP 
Re: Interesting source code
Posted on 27-May-2005 19:21:35
#8 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@Mr_Capehill

darn! that was quick!!! =)


_________________
AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.

http://www.asciiarena.com
http://www.uprough.net

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shoe 
Re: Interesting source code
Posted on 27-May-2005 21:23:04
#9 ]
Super Member
Joined: 14-Sep-2003
Posts: 1585
From: Gothenburg, Sweden

@Mr_Capehill

Man! I thought you were kidding! But it actually runs! And it's quite smoth for sw rendering and a quick'n dirty port!

Thanks!!

Now how about a cleanup?


--www.amigbg.com
/shoe

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PEB 
Re: Interesting source code
Posted on 27-May-2005 21:23:37
#10 ]
Cult Member
Joined: 8-Mar-2003
Posts: 504
From: Unknown

@Mr_Capehill

Thanks for the quick port!

I got a couple of software failures that could be overcome until I selected which spacecraft to use (that is when it all stopped for me).

From what I have seen of it so far, the graphics are quite nice.

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Mr_Capehill 
Re: Interesting source code
Posted on 27-May-2005 21:29:35
#11 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@PEB

I had various problems with this port. First pthreads kept crashing so I switched to SDL_threads and they didn't crash anymore - otoh, I haven't figured out how to kill current thread in SDL...so CPU usage seems to be 100% after quittin.

I hacked out mutex lock usage because for some reason (maybe a bug from my side) they kept also crashing. And the code is as simple as it can get..maybe I'm just too tired or drunk to figure it out.

Current version doesn't cause DSIs here...but it's not perfect.

Maybe when we have Mesa, I take another look.

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tomazkid 
Re: Interesting source code
Posted on 28-May-2005 2:08:36
#12 ]
Team Member
Joined: 31-Jul-2003
Posts: 11694
From: Kristianstad, Sweden

@Mr_Capehill

Impressively fast

I've found another piece of interesting source code, here, wonder if that can be ported to OS4 this fast

Last edited by tomazkid on 28-May-2005 at 02:08 AM.

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Site admins are people too..pooff!

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Mr_Capehill 
Re: Interesting source code
Posted on 28-May-2005 7:17:35
#13 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@thread:

I took the nogravity offline for a moment...Trying to make a "proper" release instead of sharing a test exe.

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shoe 
Re: Interesting source code
Posted on 28-May-2005 8:03:30
#14 ]
Super Member
Joined: 14-Sep-2003
Posts: 1585
From: Gothenburg, Sweden

@Mr_Capehill

You just have to make this the 400th upload on OS4Depot. Wouldn't that be something!

--www.amigbg.com
/shoe

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Mr_Capehill 
Re: Interesting source code
Posted on 28-May-2005 10:14:31
#15 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@shoe

Well, wish fulfilled.

I hope it works for you too, I tested it quickly with PR CD-Rom and it didn't crash, but I experiment wrong colours + unfreed signals.

EDIT: I'm leaving the town soon so unfortunately I can't provide any better support right now :(

Last edited by Mr_Capehill on 28-May-2005 at 10:15 AM.

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Imerion 
Re: Interesting source code
Posted on 28-May-2005 15:58:07
#16 ]
Member
Joined: 25-Aug-2004
Posts: 63
From: Unknown

Wow! You actually did a port! And this quickly! Thanks a lot man.

Last edited by Imerion on 28-May-2005 at 03:59 PM.

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olegil 
Re: Interesting source code
Posted on 29-May-2005 7:58:19
#17 ]
Elite Member
Joined: 22-Aug-2003
Posts: 5900
From: Work

@Imerion

Tried it out (Windows version). Could only get it to work in 640x480 on the laptop, so graphics wise I could still be in for a surprise, hehe...

graphics: 8/10
sound: 7/10 (but see below)
gameplay: 7/10
physics: 0/10

Seriously. Aristotelian physics and explosion sounds in space? I look forward to the day I am in a space dogfight against someone who grew up too late to play Frontier. I'm so going to win that battle... No, you cannot hear anyone sneak up on you in space. You can see them on the 3D radar (nifty feature, I turned it on and never looked back ), but not hear them. That includes the laser fire that misses you. Inaudible. And laser fire does not take substantial time to hit a target 40 meters away.

Oh, and there's a deadband on the mouse control. Deadbands in control loops are a major source of instability.

If the engine could be rewritten to have zero friction (like for instance _space_) and light speed ~3*10^8 meters per second then this thing has some serious potential. Basically I want it to behave like Frontier. I'll even stop complaining about the sound effects if the two other things are fixed

_________________
This weeks pet peeve:
Using "voltage" instead of "potential", which leads to inventing new words like "amperage" instead of "current" (I, measured in A) or possible "charge" (amperehours, Ah or Coulomb, C). Sometimes I don't even know what people mean.

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ajk 
Re: Interesting source code
Posted on 29-May-2005 8:41:51
#18 ]
Regular Member
Joined: 13-Oct-2003
Posts: 291
From: Finland

@olegil

I wouldn't so much hold the sound effects against the game, they are already tinkering with artificial surround sound environments in fighter planes to increase the pilot's awareness of the situation. I'm sure it shouldn't be too much of a problem to represent the radar and other sensor information as sound in future spacecraft No getting around the other physics though.

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shoe 
Re: Interesting source code
Posted on 29-May-2005 8:52:30
#19 ]
Super Member
Joined: 14-Sep-2003
Posts: 1585
From: Gothenburg, Sweden

@olegil

You really should take your opionions and constructive criticism to the forum they have. I bet someone is willing to enhance the reality factor of the game.


--www.amigbg.com
/shoe

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olegil 
Re: Interesting source code
Posted on 30-May-2005 6:46:36
#20 ]
Elite Member
Joined: 22-Aug-2003
Posts: 5900
From: Work

@ajk

I find it "interesting" to observe hardware makers come up with new ideas for physics processors, and software makers coming up with new ideas for software with no relationship to physics what so ever.

_________________
This weeks pet peeve:
Using "voltage" instead of "potential", which leads to inventing new words like "amperage" instead of "current" (I, measured in A) or possible "charge" (amperehours, Ah or Coulomb, C). Sometimes I don't even know what people mean.

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