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#11 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
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I have uploaded some additional source code for the library files used by DC. The lib source is for the LibPNG, ZLib, and Script/LUA lib files in the DC 'Shared' source folder.
Pre-compiled lib files are included in the source code installer, but I have provided the lib source for download just in case someone really needs to rebuild them. The link is: http://uaf.sourceforge.net/bin/DC_LibSrc.zip
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a> |
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#12 |
Elite Waterdeep Guard
![]() Join Date: December 12, 2001
Location: Malvern, Worcs., UK
Posts: 15
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A few queries regarding post-1.0 plans for DC...
1 - Currently, you're using raw DirectX/CDX for the game engine. Any plans to consider tools such as SDL or Allegro to allow greater cross-platform capability? I for one would like to see DungeonCraft on Linux, or the Mac. And with regards to OpenGL, if you wanted to include it, SDL (and, in the future, Allegro) provide interfaces to it. 2 - Similarly the interface. The editor would possibly be a little more complicated for other OSes, e.g. Linux where X has several different UI toolkits (e.g. GTK+, QT). GTK+ and QT are both available for Win32, though, although QT has licensing restrictions. Any plans to make porting the editor easier? Thanks.
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Stuart \"Sslaxx\" Moore. |
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#13 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
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The graphics in DC use mostly basic 2d operations, so I don't think converting to another lib such as SDL would be difficult. The biggest hassle would be prying the editor loose from it's dependence on Microsoft's MFC classes. I've wanted to make DC work on other platforms for quite some time. I just know it will take several months to get it done and I'm not willing to halt progress on other things for that long. At least not yet.
Engine: Graphics/Sound easy to switch to another lib, minimal dependence on Win32, strong dependence on MFC for file loading/saving and CString class. Editor: totally MFC GUI, plus shares all code with the engine dealing with file loading/saving After replacing the MFC CString with something equivalent, and converting the file load/save routines to use something besides CArchive serialization, the engine would not be too difficult to port. All grahics/sound/input calls are centralized in specific classes. I've converted the graphics/sound code to use other libs in the past (graphics from DirectDraw to CDX, sound from DirectSound to BASS). The editor will need a re-write to use some other cross-platform GUI lib. I've been watching wxWindows, they seem to have something promising there. An additional problem is maintaining backward file compatibility. Whatever changes I make to the engine/editor, they must continue to load and use older designs. This could be a problem when switching away from CString and CArchive.
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a> |
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