Code center > Darwinbots3
Game consoles, GPGPU...
jknilinux:
--- Quote from: Cyberduke ---Well what’s currently in the SVN gets green ticks from MoMA but I think it really only checks for p/invokes and I already knew it wasn’t using any. I think that’s kind of pointless, really the only test is to try compiling it with mono.
I might put Linux back on my pc at some later point, I have run red hat followed by fedora core before and have been tempted to put ubuntu on. I don’t really want to keep checking it though; I say we get a releasable windows version first, rather than slow development doing both.
Since we are sticking with purely safe managed code for the sake of the X-Box anyway I think our Linux issues will be centred around the Graphics, UI and networking.
Though most likely is that the Linux version would need an OpenGL graphics module written for it to use. So it’s lucky that darwinbots isn’t graphically intensive and we are going for a highly modular approach or that would be a non-starter.
--- End quote ---
Do you have a link to it? Thanks!
Cyberduke:
--- Quote from: jknilinux ---Do you have a link to it? Thanks!
--- End quote ---
The SVN Repository?
https://svn2.hosted-projects.com/Numsgil/Darwinbots3
jknilinux:
Yeah, that's it.
But, which option has the entire C# program so far? I heard that the only thing that has been worked on at all was the physics engine. But when I go to trunk/modules/physics, there's nothing there except for an empty folder named "Lodestone".
Cyberduke:
Trunk\ProjectFiles\XnaWinformsSolution contains the current Windows\XNA based solution, which will link to all the relevant .proj files, which in turn link to all the relevant .cs files.
The DNA module is not currently linked to the Windows\XNA solution, but it is in the repository, and whatever physics there might be are still on Numsgil's HDD.
Cyberduke:
I am currently working on the peer to peer networking and I haven’t committed that to the repository yet either.
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