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Re: [Help-liquidwar6] Web page, team profiles, weapons & voxels

From: Christian Mauduit
Subject: Re: [Help-liquidwar6] Web page, team profiles, weapons & voxels
Date: Mon, 3 Oct 2011 09:06:09 +0200
User-agent: SquirrelMail/1.4.21


> Photoshop has also had flick panning after they got OpenGL. I think it
> do require a bit of fine-tuning.
Yeah, OpenGL does have some quirks, especially when you go cross platform, a
platform and a given driver might have some behavior which is different from
another configuration. In theory it behaves the same everywhere. In
practise... The good thing is that I know where does the problem come from,
it's because of textures being destroyed on context switch on MS Windows and
Mac OS X (and it's not the case on GNU/Linux). There are several ways to fix
that, but put it shortly, my solution will be to have one big and hudge
texture for everything, this is radical but both performance efficient and

> Also, I think the inertia should be
> calculated from the very last 1/10000000 second of the corsor
> movement, so if the coursor has practually stopped, there will be no
> inertia.
Not quite sure to understand what you exactly mean, as of today inertia ain't
implemented yet. My position is that if it behaves like GoogleEarth it's very
likely to be understandable and usable by mainstream users ;)

> It sounds like a *very* promising release!
Hey, I hope it will live up its promises! FYI, I already uploaded 0.0.11beta
files, no official announce since I need to a) build the RPM and DEB packages
and b) prepare the web site, but for you happy Help-Liquidwar6 subscribers,
just know it's already here:

Many glitches, problems, things to fix, but the ChangeLog was growing to big,
I just had to release this, at least to offer it for testing and bug hunting.

> Amazing! ... (my own HTC Android had a fatal encounter with a car
> door, but I *almost* have a new one)
OK, good to know you have such an equipment (I don't), might be nice for
testing. I remember Kjetil Mehl did evocate the fact he'd likely work on such
a port. Any news?

> But about the idea i mentioned - I have just pulled together an
> enviremental track using those sources:
> Try downloading it from either of these sources:
OK, didn't download these yet, as soon as I do, I give you feedback.

> I don't think most people care much about download size. Personly I
> just feel that I get more free content if the download is bigger. But
> of course, it requires time to find more free music which fits the
> levels.
Well, people don't care but at some point it just becomes unmanageable even
for me (or any packager). Handling 200 Mb files is a pain when you prepare
releases, upload files, and so on. My guess is that we do need to stay within
the 20 to 50 megabytes for main download, and up to 200 megabytes for
extra-maps. The idea is that this way we can make live-CDs with the whole game
+ a GNU/Linux distro, and the main download will always appear "reasonnably

> I could look at it ... the content need to fit GNU GPL, right?
Yep. Basically either have it GPL'ed, dual-licensed
"GPL-or-something-else-at-your-option" or plain public domain. Some licences
are GPL-compatible but they happen to be rare, AFAIK, as far as artwork and
media ressources are concerned. Beware of CC which has different flavors, some
of which are compatible, some not.

Have a nice day,


Christian Mauduit <address@hidden> -  ___ __/\__
Liquid War 6 -      / _")\~ \~/
"Les amis de la vérité sont ceux qui la cherchent et non _/ /   /_ o_\
ceux qui se vantent de l'avoir trouvée" - Condorcet     (__/      \/

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