Hey
Posted: Tue Feb 28, 2012 11:56 pm
It's me, Veiva. Dunno if I'm remembered too much... But I won't lose sleep over it.
I've been taking a liking to Egoboo again (it's never left my heart, though!). My brother and I often played the original OpenGL Egoboo so much we figured out every little nook and cranny back when it was relatively young. I eventually started modding it with such tools such as Egomap (only for maps though, I did everything else by hand).
I am amazed to see how much it has grown over the past few years! The code base is so much more organized and sensible. I had tried before to add a "player owned house" kind of deal, but never finished it, largely due to the seemingly unmaintainable hodgepodge of code.
I also contributed a few mods and some other stuff...but nothing that interesting.
So, the reason I registered instead of lurking is to keep the community up to date on a major overhaul I'm attempting at the Egoboo codebase. If anything, it's more of a rewrite... I started recently and have written a few basic classes and so on (nothing to show except boilerplate code).
You may be going, "Hmm, isn't that silly? Why doesn't he contribute to the current Egoboo code?" The problem is I am going to rewrite it to use much less memory, for use in embedded devices. Also I'm going to attempt to make it much more modular.
"Embedded devices, you say?" The particular target I'm aiming for is the Nintendo Wii. In Egoboo's current state, the memory usage is just too high. Not only this, but it does not abstract the graphics API away, so it's impossible to simply port it in a short time span. The only feasible avenue is to completely rewrite large portions of it.
I'm hoping to contribute to this community in the form of an Wii port of Egoboo. How far I'll get is uncertain, but I'll release updates as I make progress.
Thanks for reading!
I've been taking a liking to Egoboo again (it's never left my heart, though!). My brother and I often played the original OpenGL Egoboo so much we figured out every little nook and cranny back when it was relatively young. I eventually started modding it with such tools such as Egomap (only for maps though, I did everything else by hand).
I am amazed to see how much it has grown over the past few years! The code base is so much more organized and sensible. I had tried before to add a "player owned house" kind of deal, but never finished it, largely due to the seemingly unmaintainable hodgepodge of code.
I also contributed a few mods and some other stuff...but nothing that interesting.
So, the reason I registered instead of lurking is to keep the community up to date on a major overhaul I'm attempting at the Egoboo codebase. If anything, it's more of a rewrite... I started recently and have written a few basic classes and so on (nothing to show except boilerplate code).
You may be going, "Hmm, isn't that silly? Why doesn't he contribute to the current Egoboo code?" The problem is I am going to rewrite it to use much less memory, for use in embedded devices. Also I'm going to attempt to make it much more modular.
"Embedded devices, you say?" The particular target I'm aiming for is the Nintendo Wii. In Egoboo's current state, the memory usage is just too high. Not only this, but it does not abstract the graphics API away, so it's impossible to simply port it in a short time span. The only feasible avenue is to completely rewrite large portions of it.
I'm hoping to contribute to this community in the form of an Wii port of Egoboo. How far I'll get is uncertain, but I'll release updates as I make progress.
Thanks for reading!