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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent posts to news</title><link href="https://sourceforge.net/p/jad/news/" rel="alternate"/><link href="https://sourceforge.net/p/jad/news/feed.atom" rel="self"/><id>https://sourceforge.net/p/jad/news/</id><updated>2015-04-19T10:22:50.876000Z</updated><subtitle>Recent posts to news</subtitle><entry><title>Progress</title><link href="https://sourceforge.net/p/jad/news/2015/04/progress/" rel="alternate"/><published>2015-04-19T10:22:50.876000Z</published><updated>2015-04-19T10:22:50.876000Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.netdc033d5c23c9dd3f2dc515ede930b270319aa166</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Its really slow. I have little spare time and coding the 3D-Renderer consumes a lot of time. To have something to show, the next step will be to code a 'walktrough' for the first level.&lt;/p&gt;
&lt;p&gt;In the first stage, there'll be 'built in' geometry, which uses textures with fixed names, thus allowing to have different texturing for different levels. I work on simple textfiles holding the descripitons for the different levels. I add docs as soon as it is clear how this is solves best.&lt;/p&gt;
&lt;p&gt;The editor is also another piece of code I work on. &lt;/p&gt;
&lt;p&gt;Stay tuned!&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Another start</title><link href="https://sourceforge.net/p/jad/news/2015/03/another-start/" rel="alternate"/><published>2015-03-29T11:46:00.322000Z</published><updated>2015-03-29T11:46:00.322000Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.netffd3fa46799b67a87df22a9f308753031ee95560</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;After a few years I decided to drop the approach of 'Real-3D' and to return to a mode with animated steps from tile to tile. In the end it's a 2D-Maze-Game displayed with a simple 3D-View, rendered with OpenGL.&lt;/p&gt;
&lt;p&gt;I'm working parallel on the game core as well on the 3D-Rendering engine. This makes the progress a little bit slow, but should result in code which is much easier to maintain then the old approach. It allows to test the game code in '2D-Mode' and then to attach the 3D-Presentation as needed.&lt;/p&gt;
&lt;p&gt;The old code will be replaced by a complete rewrite, using the SDLGL-Library (which is based on SDL).&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>For a new start</title><link href="https://sourceforge.net/p/jad/news/2010/10/for-a-new-start/" rel="alternate"/><published>2010-10-13T12:21:00Z</published><updated>2010-10-13T12:21:00Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net7d81946fa2d3fc489730ad396917b05873a44373</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;As a first step, the Viewer/Editor will be rewritten from scratch, using the most actual version of the SDLGL-Library. It is planned, that it will support scripts from EOB1 and EOB2 as well as both types of &amp;quot;MONSTER&amp;quot;-structs. About the 'Event-Trigger'-Flags i'm not shure yet.&lt;br /&gt;
I'm developing this parallel with my other projects like FSC, so development will be slow, but steady. One project will benefit from another by using the SDLGL-Library and the script language written for JAD.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>SDLGL has moved</title><link href="https://sourceforge.net/p/jad/news/2006/01/sdlgl-has-moved/" rel="alternate"/><published>2006-01-22T13:13:07Z</published><updated>2006-01-22T13:13:07Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net8045fe8aa06d93890bf9a842f0cdcece3e79d2fd</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The SDLGL-Part of the code has moved to it's own project 'sdlgl' on SF net. I'm don't plan to work furher on this porject. My main project is 'Free Space Colonization', a Turn based 4X-Strategy game.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>SDLGL - Code for ISO map grid input</title><link href="https://sourceforge.net/p/jad/news/2004/08/sdlgl---code-for-iso-map-grid-input/" rel="alternate"/><published>2004-08-11T17:28:30Z</published><updated>2004-08-11T17:28:30Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net90649d8852826c78a24beffad97d82bd3205656e</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Here is the map-grid code extended for sensing of mouse input. Lacks of support for the adjacent tiles. This will be added in another package.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>SDLGL - Code for map grid input</title><link href="https://sourceforge.net/p/jad/news/2004/08/sdlgl---code-for-map-grid-input/" rel="alternate"/><published>2004-08-08T11:41:23Z</published><updated>2004-08-08T11:41:23Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net5779ef5e1e71cf52e2f6c2ce583969bc269fe208</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The new example is source code and display for handling key and mouse input for a 2D-map grid.&lt;br /&gt;
It is designed in a way that it can be used for nearyl any kind of 2D-map&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>SDLGL -Turn based example</title><link href="https://sourceforge.net/p/jad/news/2004/07/sdlgl--turn-based-example/" rel="alternate"/><published>2004-07-30T06:24:33Z</published><updated>2004-07-30T06:24:33Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net5c39b73718118c4761cef01cad9e64c3c97dd708</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The new example shows how turn based input can be achieved using the SDLGL - Game loop. Additional anymation can easy be implemented. &lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>First of SDLGL-Examples</title><link href="https://sourceforge.net/p/jad/news/2004/07/first-of-sdlgl-examples/" rel="alternate"/><published>2004-07-25T15:52:57Z</published><updated>2004-07-25T15:52:57Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net1b5275fc58da9343ec30bba972d5d8f232e78607</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I added one of a few planned examples how to use the SDLGL-Functions.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Change to base on EOB INF-Files</title><link href="https://sourceforge.net/p/jad/news/2004/07/change-to-base-on-eob-inf-files/" rel="alternate"/><published>2004-07-17T17:23:50Z</published><updated>2004-07-17T17:23:50Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net89017669d4fdd522eeadd26f40a7521856203a02</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I switched back to use the original EOB-MAZ format instead of the own created &amp;quot;JMZ&amp;quot;. Thus, I can use the original levels as a game base. &lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>SDLGL - 3D Part</title><link href="https://sourceforge.net/p/jad/news/2004/03/sdlgl---3d-part/" rel="alternate"/><published>2004-03-24T15:26:56Z</published><updated>2004-03-24T15:26:56Z</updated><author><name>Paul Mueller</name><uri>https://sourceforge.net/u/bitnapper/</uri></author><id>https://sourceforge.net84e3cd7893031297c281dfffe78d762da5d585b0</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The work for the 3D-Part is going well. Next plan is to have a hard coded example maze level and all the code to display it in a 3D-Window. Follow ups will be new screenshots and some bases to display 'decorations' and  'items'. If all is going well, I'll have an editor for items and item-types soon.&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>