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C++ 95.71% Makefile 1.73% C 2.56%

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adrian's Issues

Loading Md2 model for every guard placed in the map

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


Please use labels and text to provide additional information.

The MD2 loading is done for every guard added in the map, we should try and
load once and use the models again instead of loading every time.
Use following guide line for achieving the above.
1)current animation and current frame are to be tracked for each guard. 

Original issue reported on code.google.com by [email protected] on 29 Apr 2009 at 2:21

print FPS

Enable printing of the FPS of the game in the panel corner.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 2:28

Add support for static executable

The current dependencies on various libraries are too high, so it would be
prudent to create a static executable, which "just-works" on any linux
installation irrespective of the installed libraries.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 6:11

Separate Rendering and collision detection coords

Currently the coordinates of a building are shared by rendering and
collision parts. However it presents many problems, as rendering will be
brittle, and with the presence of loadable highly complex models like
aircrafts etc, this has got to go.

Original issue reported on code.google.com by [email protected] on 10 May 2009 at 9:36

Move to a generic 3D model loader library

Currently the MD2 loader is very brittle. A more comprehensive 3D model
loader library should be used in the code. This will also allow use to use
other model formats like AC3D etc, without importing other code into the game.

http://assimp.sourceforge.net/ seems to have a good library based on the
BSD license. So adopting that will give us access to use a wide range of
model formats given below

http://assimp.sourceforge.net/main_features.html

Original issue reported on code.google.com by [email protected] on 6 May 2009 at 8:52

Create Binary Installer

A Binary-only installer, instead of just downloading and compiling source
code to allow users to easily install and play the game.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 5:55

Overhaul collision detection algorithms

Current collision detection needs to be changed from fixes X-Y coordinates
that we are using to more generic shapes. (This might be as simple as
having multiple rectangles per single object like a circular building.)

Original issue reported on code.google.com by [email protected] on 10 May 2009 at 9:37

Enhance Menu

Enhance the existing menu by adding Credits, map selection and other
special effects.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 1:02

MD2 models to use OpenGL command lists

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 22 Jan 2013 at 8:49

Reoriagnize source code

Re-oraganize source code into different top level directories. One for
wavs, other for textures etc at the top level itself

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 5:51

Trace memory corruption in MD2 model loading

Memory corruption is being reported by Valgrind in Linux, and windows
Release executable refuses to run. Interestingly this was present in the
code since the first version itself.

==32386== Mismatched free() / delete / delete []
==32386==    at 0x4A05B9D: operator delete(void*) (vg_replace_malloc.c:342)
==32386==    by 0x41254E: CLoadMD2::ConvertDataStructures(t3DModel*)
(Md2.cpp:283)
==32386==    by 0x412DDC: CLoadMD2::ImportMD2(t3DModel*, char*, char*)
(Md2.cpp:73)
==32386==    by 0x413407: Md2::Md2(char const*) (Md2.cpp:387)
==32386==    by 0x40EF73: Guard::Guard(char*, int, float, float, float,
float, float, float, int) (Guard.cpp:9)
==32386==    by 0x403822: Map::LoadFile(char const*) (Map.cpp:108)
==32386==    by 0x4110C7: Game::InitializeGame() (Game.cpp:107)
==32386==    by 0x40F3E1: start_game() (main.cpp:108)
==32386==    by 0x41B38C: MenuItem::ExecuteFunc() (menuitem.h:81)
==32386==    by 0x41B1E2: MenuPage::accept() (menupage.cpp:86)
==32386==    by 0x417C7F: Menu::HandleKeyDown(SDL_keysym*) (menu.cpp:383)
==32386==    by 0x417EA1: Menu::ProcessEvents() (menu.cpp:409)
==32386==  Address 0x5151550 is 0 bytes inside a block of size 11,448 alloc'd
==32386==    at 0x4A0661C: operator new[](unsigned long)
(vg_replace_malloc.c:274)
==32386==    by 0x412A7A: CLoadMD2::ReadMD2Data() (Md2.cpp:149)
==32386==    by 0x412DC9: CLoadMD2::ImportMD2(t3DModel*, char*, char*)
(Md2.cpp:69)
==32386==    by 0x413407: Md2::Md2(char const*) (Md2.cpp:387)
==32386==    by 0x40EF73: Guard::Guard(char*, int, float, float, float,
float, float, float, int) (Guard.cpp:9)
==32386==    by 0x403822: Map::LoadFile(char const*) (Map.cpp:108)
==32386==    by 0x4110C7: Game::InitializeGame() (Game.cpp:107)
==32386==    by 0x40F3E1: start_game() (main.cpp:108)
==32386==    by 0x41B38C: MenuItem::ExecuteFunc() (menuitem.h:81)
==32386==    by 0x41B1E2: MenuPage::accept() (menupage.cpp:86)
==32386==    by 0x417C7F: Menu::HandleKeyDown(SDL_keysym*) (menu.cpp:383)
==32386==    by 0x417EA1: Menu::ProcessEvents() (menu.cpp:409)
==32386==

Original issue reported on code.google.com by [email protected] on 28 Apr 2009 at 9:14

Texture disappears on some bots

Rev 19 introduced the texture disappearance problem for some bots. Have to
investigate why. The texture loading code seems to be the problem.

Original issue reported on code.google.com by [email protected] on 27 Apr 2009 at 12:51

w7 x64 doa

What steps will reproduce the problem?
1. Double-click Adrian.exe

What is the expected output? What do you see instead?

---------------------------
Adrian.exe - System Error
---------------------------
The program can't start because libfreetype-6.dll is missing from your 
computer. Try reinstalling the program to fix this problem. 
---------------------------
OK   
---------------------------



What version of the product are you using? On what operating system?

Windows 7 x64

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 2 Mar 2011 at 5:02

Draw only maps in the viewing area

Currently the game draws all polygons in the map. Make it draw only those
which the user is actually able to see, and are not clipped.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 12:56

JPEG files not being loaded on Windows

Image_load is failing to load JPEG files on windows. This is because, the
"jpeg.dll" file is not found. 


Warning: Unable to load texture(textures/menu/blood_splatter.jpg): Failed
loading jpeg.dll: The specified module could not be found.

Need to figure out what this is so.

Original issue reported on code.google.com by [email protected] on 7 May 2009 at 4:47

Port Adrian to Windows

Adrian should be trivially portable to windows, since the libraries it uses
are OpenGL and SDL.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 6:02

Remove glClear

The game uses glClear() before redrawing the screen. Since the complete
screen is redrawn anyway, this extremely expensive operation is unnecesary
and slows down the render speed by over 20%!

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 12:58

Use Display lists to enhance rendering

Currently the OpenGL commands execute in immediate mode, move them to use
Display lists. Add a C++ class to handle the life cycle of display lists too.

Original issue reported on code.google.com by [email protected] on 24 Apr 2009 at 1:13

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