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From: Michael S. <lic...@us...> - 2001-12-26 18:11:36
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I recently decided to install GCJ, a compiler from GNU to turn Java code into native code. I wrote a simple program I call the FlopTest (FLoating-point OPerations TEST), which simply divided two floating-point numbers 10 million times. I compiled it with both Sun's compiler and into native code with GCJ. At first, I was disappointed: running with Sun took 1056 ms (milliseconds) while GCJ's native took about 1300 ms. Then, however, I realized that I could optimize the code, and I was blown away. With simple telling GCJ to optimize level 3 and use my architecture (i686), the run time shot down to just 65ms!!!! This is INCREDIBLE! This is still significantly slower than C or C++ code, but it will make a huge difference for us. Currently, GCJ does not support all features of Java. As far as the language itself goes, it does not seem to support anonymous classes. Besides that, I think its language support is fully there. So, if need be, we can always rewrite our code which uses anonymous classes. The big problem is that the complete Java API is not implemented yet. Most things are done, besides the GUI. So, it seems that if we want to use GCJ to make native-binary releases, we'll need to wait a little bit. However, all the open-source Java projects (kaffe, mauve, GCJ) are coming together on something called "GNU Classpath," which is intended to implement the full Java API. Hopefully, this will be ready soon. I'll be monitoring progress on GCJ and keeping everyone informed as best I can. --=20 Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Michael S. <lic...@us...> - 2001-12-19 21:16:19
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Ok guys, don't tell me I've been slacking off on my administrative duties. Check THIS out (and yes, I've already sent a response e-mail). ----- Forwarded message from Roger Dingledine <ar...@mi...> ----- X-RocketRCL: 1010;1;3833752992 X-Apparently-To: re...@ya... via web13502.mail.yahoo.com; 19 Dec 2001 = 11:18:32 -0800 (PST) X-Yahoo-Received: from mux2.sc5.mail.yahoo.com by web13502.mail.yahoo.com; 19 Dec 2001 11:18:32 -0800 (PST) X-Yahoo-Received: from mta592.mail.yahoo.com by mux2.sc5.mail.yahoo.com; 19 Dec 2001 11:18:32 -0800 (PST) X-Yahoo-MsgId: <mta592.mail.yahoo.com.1008760757.81365.0007> X-Track: 1: 40 Date: Wed, 19 Dec 2001 06:19:12 -0500 From: Roger Dingledine <ar...@mi...> To: Michael Snoyman <lic...@us...> Cc: se...@se... Subject: Re: Hosting of a game User-Agent: Mutt/1.2.5i In-Reply-To: <200...@Sn...>; from lichaimguy= @users.sourceforge.net on Wed, Dec 19, 2001 at 12:17:13AM -0800 On Wed, Dec 19, 2001 at 12:17:13AM -0800, Michael Snoyman wrote: > Currently, we're hosted on sourceforge, at http://chaosrts.sf.net. > Sourceforge has fulfilled 90% of our needs; however, it does not allow > us to run our chat/list server. Basically, the chat server is to our > game what battle.net is to starcraft: a place for users to meet, chat, > and find a game. That sounds interesting. I've played starcraft via wine, but I haven't tried messing with the battle.net side because I'm told it's not very stable. It sounds very straightforward. You'd run it as a user, on a specific port, and then tell people the address to use? I imagine if it starts getting really popular then you can start looking into ways of distributing it (but that will be far in the future, particularly if it uses very little bandwidth per user). Sounds good. Just so I know at the beginning, do you guys have plans of going commercial with this down the road, or will it stay a volunteer / GPL project? Thanks, --Roger ----- End forwarded message ----- --=20 Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Andreas B. <And...@gm...> - 2001-12-02 21:23:32
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Hallo, the 3D Engine now renders a wire frame mesh of the landscape!!! To test it: update your cvs (net module) and run net.sourceforge.chaosrts.client.galaxy.engine.EngineTest When you move your mouse to the border, the camera is moved. I attached a screen shot. -- Andreas Bauer And...@gm... |
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From: Michael S. <lic...@us...> - 2001-11-30 19:39:36
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Just to make everyone happy, I've finally done away with net.sourceforge.chaosrts.linkedlist. We now exclusively use java.util.Vector for that kind of operation. In case anyone was planning on using net.sourceforge.chaosrts.linkedlist.Linkedlist, DON'T! I don't know why you'd want to anyway... --=20 Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Michael S. <lic...@us...> - 2001-11-30 02:16:32
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Hey everyone, Jeff has offered to take screen shots. He wants to take some shots of people chatting in the client, so we need to have a chat. Jeff and I figured Monday night would give everyone enough time to set the date aside. Anyway, the time should be 7:30 pacific, 9:30 central and 10:30 eastern (yes, that's all the same time in different zones). Even if you just leave you client connected, please try to be there.=20 --=20 Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Michael S. <lic...@us...> - 2001-11-30 00:19:09
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I fixed that little Makefile problem, and in the process, set things up that if you didn't change any files, then make fullcompile will simply return. --=20 Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Michael S. <lic...@us...> - 2001-11-29 08:12:01
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Don't ask me why this is happening, but there's a bug in the makefiles which is preventing me from making dists for now. For some reason, it just keeps running "make fullcompile." Just a warning: don't try it. "make fullcompile" itself works fine, just don't try making any zips, jars, etc. --=20 Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Michael S. <lic...@us...> - 2001-11-29 07:21:21
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Hey everyone, I recently had a little computer problem (don't worry, no work was lost on the game ;), and I lost my buddy lists. Instead of trying to recreate them myself, if all of you wouldn't mind just IMing me once next time you see me on (and remind me who you are, since I've always used aliases and never saw your actual screen names). Thanks -- Michael Snoyman LiC...@us... Chaotic Domain - The Greatest RTS ever! At http://chaosrts.sf.net |
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From: Michael S. <lic...@us...> - 2001-11-01 08:00:54
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I'm not sure if it's ensomnia or just a large drive to keep working, but I = keep finding new tasks for myself. As a result, I find tasks for everyone = else as well ;). Firstly, I'd just like to tell Andy that I signed all those libraries in th= e ChaosRTS module and made them required for webstart. I haven't the faint= est idea what you use all those libs for, but now they should work from web= start as well. Please note: webstart requires that those files be signed, = so please don't overwrite the stuff in the repository without informing me. Secondly, we need some kind of logo. We discussed all this before, but for= some reason we don't have one. So, anyone who wants to make a logo, go ah= ead. Thirdly, how are graphics coming along? I keep meaning to ask about that. = I hope we HAVE some graphics ;). Ditto to sounds. I think that's it. Maybe now I can go to bed before my mythology midterm t= omorrow. --=20 Michael Snoyman LiC...@us... The coolest game ever at http://chaosrts.sourceforge.net |
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From: Michael S. <lic...@us...> - 2001-11-01 06:45:30
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I've made a major change to some core classes. Namely, I've changed Galaxy= Location from a class to an interface and now Grid and Sector implement it.= I did this to avoid the constant creation of new GalaxyLocation objects. = It should help performance considerably. Please be aware of this. Also, = if you would have used: GalaxyLocation gl=3D...; if(gl.theGrid!=3Dnull) now use if(gl instanceof Grid) --=20 Michael Snoyman LiC...@us... The coolest game ever at http://chaosrts.sourceforge.net |
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From: Michael S. <lic...@us...> - 2001-10-28 04:26:17
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I normally use the forums, but the sourceforge site is down for repairs or = something, so I'll use mailing lists. We decided before that we were going to write our own 3d engine based on gl= 4java. However, things changed, and we're no longer writing our own. Now = I'm suggesting that instead of using someone else's 3d engine based on gl4j= ava- as we originally planned- we should use java3d. My reasons are simple. Firstly, I see no disadvantage to using java3d. Ma= ybe those who know more about 3d stuff than I do would find a problem, but = I see none. Secondly, we currently have no 3d work done except for some graphics (how a= re those coming by the way?), so we should really base our decision on whic= h of our choices supports our 3d format, 3ds. As it turns out, opale.soya = (the 3d engine we'd be using if you don't choose java3d) does not support 3= ds, or for that matter any well-known formats. So, if we used opale.soya, = we'd need to either write a loader or a converter, either one being a hassl= e. I have, however, found a 3rd party 3ds loader for java3d whose license = agreement will allow us to distribute either the source code or the binarie= s (I knew there was a reason I made this a non-commercial project ;). Thirdly, java3d is supported by a huge company who just happens to be the a= uthors of the language we're using. Gl4java is maintained by whom exactly? Fourthly, we're really using 2 layers of additional code when we use opale.= soya: gl4java AND opale.soya. Java3d directly calls opengl functions on th= e local machine. Finally, who here has tried installing gl4java? Frankly, it's a bitch. Yo= u have to set your classpaths, you have to do x, y, and z, etc. Java3d is = easy as hell to install (at least on linux, I can't imagine it would be any= harder on windows and mac). Also, webstart will most likely start support= ing AUTOLOADING of java3d (they have support for autoloading optional packa= ges, and the one the listed as the example is java3d. They just haven't go= tten around to it yet). That means that it will be incredibly easy for us = AND our users to install and run the game. Really, the only possible reason I see for sticking with opale.soya is that= it may be easier to program. I find that hard to believe considering my p= ast experience with ALL of sun's libraries. So, perhaps we should "convert= ." --=20 Michael Snoyman LiC...@us... The coolest game ever at http://chaosrts.sourceforge.net |
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From: Michael S. <lic...@us...> - 2001-10-26 22:09:20
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Anyone want to take some screen shots? When you get them, you should send = them to Matt (cic...@us...) so he can put them on the webpage. I= suggest screenshots of the galaxy client and the launcher. --=20 Michael Snoyman LiC...@us... The coolest game ever at http://chaosrts.sourceforge.net |