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Joeno
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1. I know Blake has started work on the engine, and that more work on it is apparently starting soon.
2. I don't know how much this answers your question, but SDL will play a large part in development if I'm not mistaken.
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Rasbelin

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Tampere (Tammerfors), Finland
Nov 1999 time: 07:24
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Nice to see you around here, Kurilka. 
quote: 1. Is there any activity except game copcept discussion, website development and map builder (by Vultur)? I mean something where i could really take part as a developer? |
Yes, there's the development of the Alpha 1 version of the StP client and the work related to the server program, if we're talking about the coding work. As Blake is now back, he'll be able to give you instructions and you can discuss about the details with him.
quote: 2. What about software technologies wich would be used? I mean 3D engine, AI, network etc. |
Well, Blake will get back to that soon, I hope. Regarding the graphics, I can already confirm that it looks like a 3D engine is going to be used, but I leave that to Blake too. Regarding the network playing, I could add that it's pretty much a part of the server that generates the turns and communicates with all the clients and sends them the information (if you know how Freeciv works, then you know how it works) over LAN, Internet or to the local StP slint on the same PC (singleplayer or hotseat). Or it saves it so that the user can send it by e-mail for PBEM games.
quote: 3. Is there some kind of project plan? |
There's no official schedule set as any necessary schedules are setup for certain milestones. Currently the schedule is to get the website and bulletin boards running within a few weeks before Christmas, plus to get the work with the first alpha version of the StP client, Alpha 1, under work. As that's done, the new schedule will most likely go as far as the release and testing of Alpha 1. Regarding other planning of the game, it's solemly done on this bulletin board and Stella Polaris Forums. However there's a design document called game outlook document available for the use of the SPDT members (it's updated as new concepts are added or things change), but the first version hasn't yet been released. It should make things somewhat easier for you. 
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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BTW, 90% of amateur graphcs engines are borned dead due to low aim of their authors. Graphical accelerators now improve 4 times faster than processors. New nVidia NV30 will be (concerning their ad) as powerful as one of old mainframe Crays and have 125.000.000 transistors. This stuff is _cheap_: beautiful 3D engine may run even under low-end but _new_ cards with reasonable FPS. Human mind recieves 90% of its information via eyes, so why you so disregard you would-be gamers? If you think that eye-candy will harm gameplay, look at Homeworld for expample and think again. Again, IMHO, we may target high-to-medium range chips-of-the-line, as upon release of this game, this chips surely will be outdated... This is't dark predictions, it's realism. I'am fascinated by modern 3D tech, especialy vertex/fragment programs (a.k.a. shaders), they may be used for preforming mundane task as shading, shadows, motion blur, env. mapping, IK etc. _at_ _accelerator_ _side_. For example, nVidia says in one of its developer's presentaions: "if your ROAM algo runs to slow, forefit it. Graphics board is smart enough to draw unoptimized landscape faster than your ROAM may optimize it"...
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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No way! Why you need to do _independent_ drawing algorithm for landscape while engine itself still needs 3D acceleration? BTW, you forefit some nice ideas, like water reflections etc.
I'm artist here, not a coder, but I'm somethat competent in OpenGL (nothing like real StPDT coders, of course) and may help you via ideas, code snippets, patches, come coding etc if your would't abuse C++ usage (I hate C++, espacialy STL, while highly tolerant to C).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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OK, you may use pretty flat world and still draw it using 3D engine becose it's simply faster. Nowdays, graphics boards are built around 3D rendering pipe and do texture mapping much faster than old good blits.
No, use, language you want, even Interkal if you desire, but without me. I still will be happy to be StPDT artist, in any case. Coding is't my work, BTW.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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OK, I speak Russian too, but do't use it in comments. BTW, every non-trival game needs some scripting language, and it's best place to use OO features, as C++ incomplete and clumsy object stuff is _really_ hard to export to any script.
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