Changes between Version 15 and Version 16 of GettingStartedProgrammers


Ignore:
Timestamp:
Feb 27, 2011, 4:29:19 PM (13 years ago)
Author:
Erik Johansson
Comment:

a few changes to the examples to make them more relevant to what's left to do. current ones were a bit generic/including things already in the game (if I removed something that should remain please put it back)

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  • GettingStartedProgrammers

    v15 v16  
    1 Thanks for your interest in developing 0 A.D. further. This page will introduce you to the basic information on how to do everything from checking out the source, to building the game, to find tasks you can start with. Please also remember to check out the pages listed on the [http://trac.wildfiregames.com/wiki/ main Wildfire Games wiki page] and the general [wiki:GettingStarted Getting Started guide] which has got a lot of useful information. Among the most important is to read the [wiki:Design_Document Design Document], especially if you want to work on game-play as well as the [http://trac.wildfiregames.com/wiki/WikiStart#TechnicalDesignDocumentation Technical Design Document].
     1Thanks for your interest in developing 0 A.D. further. This page will introduce you to the basic information on how to do everything from checking out the source, to building the game, to find tasks you can start with. Please also remember to check out the pages listed on the [http://trac.wildfiregames.com/wiki/ main Wildfire Games wiki page] and the general [wiki:GettingStarted Getting Started guide] which has got a lot of useful information. Among the most important is to read the [wiki:Design_Document Design Document], especially if you want to work on game-play as well as the [http://trac.wildfiregames.com/wiki/WikiStart#TechnicalDesignDocumentation Technical Design Document] for the technical information.
    22
    33== Examples of possible contributions ==
    4  * Computer graphics: Examples include decals, reflection/wave water effects, environment lighting and dynamic shadows, vertex animation, terrain blending, Fog of War / Shroud of Darkness, skyboxes, vertex/pixel shader material framework, and a particle weather system.
    5  * AI programming: Examples include everything from pathfinding, through basic unit AI (chickens running away when attacked, bears attacking spontaneously) to high-level opponent modeling - gathering resources, laying out a city, building an army and more.
    6  * Gameplay programming: Implementing the mechanics behind trade, and construction of structures, creating various unit formations, writing random map scripts.
     4 * Computer graphics: Examples include decals, vertex animation, vertex/pixel shader material framework, and a particle weather system.
     5 * AI programming: Expand on the existing system and create custom AIs which are more advanced than the examples in SVN.
     6 * Gameplay programming: Implementing the mechanics behind trade, creating various unit formations, writing random map scripts.
    77
    88== Getting the code and start programming ==