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2 minutes ago, Yekaterina said:

Ok thank you, this looks very interesting. Is it going to be incorporated into A25? Have you already started working on A25?

If everything goes well, we would only incorporate the basics.

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Last time I downloaded this code form svn (last weekend) it was still A24, perhaps you have updated it on git. Thank you. Are there any challenges /tasks in particular right now? I think I can help you calculate the refractions and shaders as well as speed distance time things :)

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17 minutes ago, Yekaterina said:

Last time I downloaded this code form svn (last weekend) it was still A24, perhaps you have updated it on git. Thank you. Are there any challenges /tasks in particular right now? I think I can help you calculate the refractions and shaders as well as speed distance time things :)

You can found more thing here.

https://code.wildfiregames.com/

and of course don't forget to follow the roadmap.

https://trac.wildfiregames.com/roadmap

 

 

And @Stan` can guide you better than me.

 

 

Edited by Lion.Kanzen
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22 minutes ago, Yekaterina said:

Last time I downloaded this code form svn (last weekend) it was still A24, perhaps you have updated it on git. Thank you. Are there any challenges /tasks in particular right now? I think I can help you calculate the refractions and shaders as well as speed distance time things :)

I'm not sure what shaders you are refering to but maybe you could help @vladislavbelov work on the graphics engine.

Yes we have started developping A25: https://trac.wildfiregames.com/wiki/Alpha25

You can use either the git or the svn version note that the git version is only updated once per day.

We use Phabricator to handle contributions, so you'll need to install arcanist, or generate diffs by hand https://trac.wildfiregames.com/wiki/Phabricator  https://trac.wildfiregames.com/wiki/SubmittingPatches

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43 minutes ago, Yekaterina said:

Are there any challenges /tasks in particular right now?

What kind of tasks do you prefer? Usually it's useful to get some basic knowledge how the engine works first.

I always can create a bunch of tasks to improve small things that can make a person doing these tasks more familiar with the engine. But these tasks don't have a lot of creativity freedom, they're more educational and relaxing (sometimes) than some hard-work research.

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