No worries here. I'd be happy to go through any diffs you have. I can combine it with what I have, and we can figure it out from there.
Tyler On Feb 7, 2008 6:01 AM, Kai Sterker <[EMAIL PROTECTED]> wrote: > On Feb 6, 2008 11:57 PM, Rian Shelley <[EMAIL PROTECTED]> wrote: > > Hi Rian, > > your help is very welcome, of course. As you've probably seen, we need > more (active) developers to make faster progress ... which should > create even more interest in the project. > > So please submit your diffs. > > > It is a bit unfortunate that Tyler has been working on the same part. > Maybe he can have a look at your code as well and decide which to use. > > Kai > > > > I've long wanted to write a decent game similar to Adonthell. All my > > own starts at a game engine have been abandoned due to poor design :D. > > Id really like to help out if i could. > > > > Just to get my feet wet and get an idea of the architecture, I > > implemented the Gfx Cache as described here: > > http://adonthell.berlios.de/doc/index.php/Tasks:Gfx_Cache > > > > I updated the gfx::surface_cache() function so that it simply makes a > > call to a global instance of the new class. > > > > Let me know if you guys are interested, and I'll forward on some diff > files > > > > > > _______________________________________________ > > Adonthell-devel mailing list > > Adonthell-devel@nongnu.org > > http://lists.nongnu.org/mailman/listinfo/adonthell-devel > > > > > _______________________________________________ > Adonthell-devel mailing list > Adonthell-devel@nongnu.org > http://lists.nongnu.org/mailman/listinfo/adonthell-devel >
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