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Author Topic: Benetnasch  (Read 32342 times)

Phantom Brave

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Benetnasch
« on: July 08, 2014, 07:32:49 pm »

Benetnasch is a GG2-like engine written in C++.

https://github.com/wareya/benetnasch2

* It already uses UDP, and it works.

* Built from the ground up with C++11, but avoiding the nasty or unintuitive parts of the language, Benetnasch2 is as fast as is possible for its simplicity. A code style guide will be written once I start accepting contributions.

* Benetnasch2 uses a special component system which makes it incredibly simple to add new complex functionality on top of existing systems with only the necessary level of interdependency.

* Benetnasch2's source code links with absolutely nothing but SDL2, which means that it's extremely easy to compile. Linking with SDL2_Image has some easiness problems, but those are being sorted out.

* Benetnasch2 doesn't even use make. This is because MinGW ships with a broken version of make by default. Instead, a straightforward (though wordy) bash script is used to compile the game, which will check for environment mistakes and give you more straightforward advice if something goes wrong than a typical makefile or configuration script would.

* Benetnasch2 doesn't even need a concept of client/server dichotomy. Instead of having a module system, the correct parts of the engine are simply compiled into the final executable as required. Currently, there's a list of "common" code files, and a list for client and server each of their own code files. The difference between client and server boils down to having different engine boot code and a couple extra unique things.

* Finally, every last line of code in Benetnasch is either public domain or written by myself, so its (currently permissive) license can be changed at will.

« Last Edit: December 15, 2014, 11:56:52 pm by Phantom Brave »
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NumLock

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Re: Benetnasch
« Reply #1 on: July 08, 2014, 07:50:35 pm »

looks cool, all i can say
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Heenok

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Re: Benetnasch
« Reply #2 on: July 08, 2014, 09:13:22 pm »

why did pygg2 died? like did everyone involved just stopped caring or was there some inherent problem that needed a gigantic overhaul? and what's missing from it to have something as playable as the first versions of gg2 (like around b20 or something)


should i care about what you've posted? like should it be considered as another attempt at a port or is it something unrelated to gg2 development?
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Phantom Brave

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Re: Benetnasch
« Reply #3 on: July 08, 2014, 09:25:21 pm »

pygg2 had a critical problem with the way they separated client, server, networking, and graphics parts of the engine. it was unmaintainable. me and AJF refused to work on it because of that and because doing graphics in python was so much more ridiculous than it should've been at the time. I think all that was missing from it for a playable game was a gamemode and implementing classes fully.


this can be considered as another attempt at a port but more like a potential successor than a 1:1 remake to the GM version, the engine is fairly basic right now. positional mouse input is nowhere and there's no concept of networking, but aside from that it's what i would call half way to pygg2, if pygg2 is 2/3 to b43 or something. however my engine is designed in such a way that modularity is basically granted automatically whenever you implement anything, so it shouldn't have any ridiculous architecture problems like pygg2 did.

if you want hype for a new gg2 engine, I do recommend hyping yourself for mrraterman's C# version rather than this one.
« Last Edit: July 08, 2014, 09:26:54 pm by Phantom Brave »
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Phantom Brave

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Re: Benetnasch
« Reply #4 on: July 10, 2014, 09:38:54 pm »

Benetnasch now has bullets:


Next: Networking? Background drawing? Basic animation? Weapon system? You guys tell me.
« Last Edit: July 10, 2014, 09:39:09 pm by Phantom Brave »
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Re: Benetnasch
« Reply #5 on: July 10, 2014, 09:53:28 pm »

drawing
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Phantom Brave

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Re: Benetnasch
« Reply #6 on: July 11, 2014, 12:12:51 am »


k
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Saniblues

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Re: Benetnasch
« Reply #7 on: July 11, 2014, 01:27:45 am »

I was going to say that you should reduce the scaling of the background to something logical, but you're a step ahead of me. Good show.
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Re: Benetnasch
« Reply #8 on: July 11, 2014, 06:17:20 am »

What does the name mean?
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Re: Benetnasch
« Reply #9 on: July 11, 2014, 06:31:26 am »

iirc it's the name of a star
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Re: Benetnasch
« Reply #10 on: July 11, 2014, 07:38:57 am »

iirc it's the name of a star
Correct (although wareya had to tell me that :whistle:)
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Re: Benetnasch
« Reply #11 on: July 11, 2014, 11:15:18 am »

Networking

And then weaponry

Please

Might as well try to make this run dedicated servers, it feels like we've never been so close

Phantom Brave

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Re: Benetnasch
« Reply #12 on: July 16, 2014, 05:38:41 am »

Might as well try to make this run dedicated servers, it feels like we've never been so close
this is not the solution for gg2 dedicated servers. at the very least, not yet.
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Phantom Brave

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Re: Benetnasch
« Reply #13 on: July 19, 2014, 01:25:51 am »

For windows users, I've set up a development environment with an up-to-date version of mingw-w64 (g++ etc) as well as benetnasch's dependencies (that is, SDL2 and SDL2_image). Instructions are included in the archive.

http://wareya.ajf.me/benetnasch2%20development%20environment.7z

(Note: If you already have bash installed somehow -- msys, cygwin, win-bash -- you might not need to install gitbash. That said, I highly recommend it if you plan to work on benetnasch.)
« Last Edit: July 20, 2014, 11:20:59 am by Phantom Brave »
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Phantom Brave

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Re: Benetnasch
« Reply #14 on: July 20, 2014, 11:38:22 am »

Updating the development environment to fix a critical issue that prevented anything from working.

Thank GCC configuration being unspeakably retarded.

http://wareya.ajf.me/benetnasch2%20development%20environment.7z

The only part that changed is mingw32, so just delete and replace that if you tried using this already. DO NOT MERGE THE DIRECTORIES.
« Last Edit: December 15, 2014, 08:23:29 pm by Phantom Brave »
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