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Old 09-20-2007, 04:44 PM   #5
Gnarf
Emerald Dragon
 

Join Date: February 6, 2003
Location: Norway
Age: 40
Posts: 928
Default Re: How hard would it be to redo the graphical interface?

Quote:
Originally Posted by manikus View Post
Now, with that being said, there are some big plans for DC as soon as 1.0 is reached (though I realize that it may be a case of putting the cart before the horse) that involve changing which libraries it uses- namely switching away from the Micosoft proprietary ones to something Open Source, that will have the benefit of allowing the code to be compiled on something other than MS Visual Studio 6, AND of making the project cross-platform at least with Linux.
[...]
As to what I meant about walls, Dinonykos is right- it's just very hard, with a lot of trial and error (at least for me) b/c the far-away walls don't behave the way my brain thinks they should.
Any chance you might be interested in going for OpenGL while at it? Seems that'd make things a lot simpler, people wouldn't have to bother with the wall templates and could make new viewports for their designs while still using the same textures etc.

If that'd be interesting, I'd be interested in helping out with it, if needed. I know my way around basic SDL/OpenGL (at least more than capable of loading images and turning them into textures, and rendering some dungeoncrawly dungeon to some part of the screen).
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