iNcog Posted February 15, 2015 Report Share Posted February 15, 2015 (edited) suphave a couple of noob questionswhat language are you guys currently writing in? c++ ?what do you use to edit the code? visual basic studio? how exactly does one find the code to work on it? i mean literally have the code (for pathfinding for example) on my screen, for me to mess around (or at least read) ?e: it's all explained here:http://trac.wildfiregames.com/wiki/BuildInstructions Edited February 15, 2015 by iNcog Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 15, 2015 Report Share Posted February 15, 2015 (edited) c++ for corejs for ui and unit aiJson for civslua for premakepython for lobbyThere is a github branch for pathfinding I dont have the link right nowIf you are a student you can get a visual studio pro licenceelse you can go by visual studio express or code blocks.To get the code you will need a git client or a svn client like tortoise svn. Depending also on the platforms you are on. Read the getting started for programmers in the wiki. Edited February 15, 2015 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Schlumpf Posted February 18, 2015 Report Share Posted February 18, 2015 Why python for the lobby? Why not C++, too? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted February 18, 2015 Report Share Posted February 18, 2015 Most likely trying to avoid reinventing the wheel as their lots of python libraries for networking/server apps and the fact that python does not need to be complied means that the development cycle is faster.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 18, 2015 Report Share Posted February 18, 2015 Most likely trying to avoid reinventing the wheel as their lots of python libraries for networking/server apps and the fact that python does not need to be complied means that the development cycle is faster.Enjoy the Choice Could have not said it better, and your Enjoy the choice fits here Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted February 18, 2015 Report Share Posted February 18, 2015 Just a matter of being there when the wheel was invented (wrote my first code in the 60's) Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
auron2401 Posted February 19, 2015 Report Share Posted February 19, 2015 Dude, just put that in your signature, XD Quote Link to comment Share on other sites More sharing options...
iNcog Posted February 19, 2015 Author Report Share Posted February 19, 2015 now wait a second did i really create a new thread for this? Quote Link to comment Share on other sites More sharing options...
GunChleoc Posted February 19, 2015 Report Share Posted February 19, 2015 No, but you posted it in the localization thread, so I asked the mods if they could please split this off Quote Link to comment Share on other sites More sharing options...
iNcog Posted February 21, 2015 Author Report Share Posted February 21, 2015 you trickster, you Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted February 21, 2015 Report Share Posted February 21, 2015 As development is done on multiple OS, there are also multiple IDEs used. On Windows, it's best to use Visual Studio to do the C++ development. Apart from that, IDE choices are pretty much free, and even simple text editors work quite good. I normally use gvim with some adapted settings (like using tabs instead of spaces), and it works well enough for me. About the most used languages. Generally it's C++ and JS. C++ is used for the parts that need to be fast (actual rendering, pathfinding, ...), JS on the other hand offers the possibility to be run without compilation, and thus is ideal to be used for game logic, and to be adapted by mods. The other languages used are mostly because there was an interesting library available that could be used. Like a chat library in python for the lobby, a compilation library with lua, ... These parts generally don't belong to the core game, and could rather easily be replaced by other tools in other languages. 2 Quote Link to comment Share on other sites More sharing options...
iNcog Posted February 22, 2015 Author Report Share Posted February 22, 2015 I take it "pathplacer.js" is the file which takes care of pathfinding?D:\0_AD_SVN\data\mods\public\maps\random\rmgenSome of the math in that file looks like geometry Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted February 22, 2015 Report Share Posted February 22, 2015 binaries/data/mods/public/maps/random/rmgen are the custom scripts used to make random maps. In your case, I guess the pathplacer just draws some stone-looking tiles on default paths between players. So it's indeed a bit of a pathfinder (to find the route between two player bases), but it's a rather simple one (since it only has to calculate a few routes, it can also be very slow). The actual pathfinder is found under http://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components it's split over multiple files (to keep them readable). So it's a bit more difficult to explain the structure. Quote Link to comment Share on other sites More sharing options...
iNcog Posted February 22, 2015 Author Report Share Posted February 22, 2015 Ok, thanks. That makes more sense too, since I was wondering why pathfinding would be in map directory. To be fair, the pathfinder seems to be working nicely in the current SVN build. Quote Link to comment Share on other sites More sharing options...
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