[airstrike] Airstrike on glSDL
Eero Tamminen
eero.tamminen at netsonic.fi
Tue Apr 12 15:26:24 EDT 2005
Hi,
> Hi All. The game is progressing at its usual slow speed, but we are
> getting there. As Eero had observed some slowness when he put a lot of
> sprites in the same level, and 95% of the time was spend blitting, I
> tried to link Airstrike to glSDL, the SDL OpenGL backend. The game
> runs _very_ fast with this library, even on my sucky graphics card and
> the DRI opensource linux drivers. Also the delay function is not
> working with glSDL, so I get 10x game speed as well. Anyway we should
> definitely make a glSDL binary when the next release of Airtrike is
> done, as far as I know Linux and Windows are supported by glSDL.
>
> Game TODO:
>
> Before release:
> Menu system [Ulf]
> Biplane AI [Ulf, anyone else?]
> Game logic [Eero/Ulf/Everyone]
> More biplane models (the damaged plane model is lost..) [Anyone?]
> Persistent configuration [Ulf]
> Make the game fun [Everyone!]
> Levels, polish.
> Weapons
On my todo list are stuff belonging to game logic stuff:
- More sprite generator types: [Eero]
- Possibility to specify in level file the player positions and
and how many lives player has on each level
- Checking when player has run out of lives
- Changing sprites & levels to use generators
- Add fuel for each level (as I had modified biplanes so that they
have only limited amount of fuel) [Eero]
- Handle level changes:
- Clearing objects, showing level end stats etc [Ulf?]
- Add missing command line arguments (fullscreen etc) [Anybody?]
Triggers, possibility to transfer objects with other objects, transferring
AIs (user control) from one sprite to another, particle effects, more
levels & sprites etc. stuff (most of this possible only with the new
engine) should/will come after the release I would say...
- Eero
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