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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent posts to news</title><link>https://sourceforge.net/p/jad/news/</link><description>Recent posts to news</description><atom:link href="https://sourceforge.net/p/jad/news/feed.rss" rel="self"/><language>en</language><lastBuildDate>Sun, 19 Apr 2015 10:22:50 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/jad/news/feed.rss" rel="self" type="application/rss+xml"/><item><title>Progress</title><link>https://sourceforge.net/p/jad/news/2015/04/progress/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Sun, 19 Apr 2015 10:22:50 -0000</pubDate><guid>https://sourceforge.netdc033d5c23c9dd3f2dc515ede930b270319aa166</guid></item><item><title>Another start</title><link>https://sourceforge.net/p/jad/news/2015/03/another-start/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Sun, 29 Mar 2015 11:46:00 -0000</pubDate><guid>https://sourceforge.netffd3fa46799b67a87df22a9f308753031ee95560</guid></item><item><title>For a new start</title><link>https://sourceforge.net/p/jad/news/2010/10/for-a-new-start/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Wed, 13 Oct 2010 12:21:00 -0000</pubDate><guid>https://sourceforge.net7d81946fa2d3fc489730ad396917b05873a44373</guid></item><item><title>SDLGL has moved</title><link>https://sourceforge.net/p/jad/news/2006/01/sdlgl-has-moved/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Sun, 22 Jan 2006 13:13:07 -0000</pubDate><guid>https://sourceforge.net8045fe8aa06d93890bf9a842f0cdcece3e79d2fd</guid></item><item><title>SDLGL - Code for ISO map grid input</title><link>https://sourceforge.net/p/jad/news/2004/08/sdlgl---code-for-iso-map-grid-input/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Wed, 11 Aug 2004 17:28:30 -0000</pubDate><guid>https://sourceforge.net90649d8852826c78a24beffad97d82bd3205656e</guid></item><item><title>SDLGL - Code for map grid input</title><link>https://sourceforge.net/p/jad/news/2004/08/sdlgl---code-for-map-grid-input/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Sun, 08 Aug 2004 11:41:23 -0000</pubDate><guid>https://sourceforge.net5779ef5e1e71cf52e2f6c2ce583969bc269fe208</guid></item><item><title>SDLGL -Turn based example</title><link>https://sourceforge.net/p/jad/news/2004/07/sdlgl--turn-based-example/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Fri, 30 Jul 2004 06:24:33 -0000</pubDate><guid>https://sourceforge.net5c39b73718118c4761cef01cad9e64c3c97dd708</guid></item><item><title>First of SDLGL-Examples</title><link>https://sourceforge.net/p/jad/news/2004/07/first-of-sdlgl-examples/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Sun, 25 Jul 2004 15:52:57 -0000</pubDate><guid>https://sourceforge.net1b5275fc58da9343ec30bba972d5d8f232e78607</guid></item><item><title>Change to base on EOB INF-Files</title><link>https://sourceforge.net/p/jad/news/2004/07/change-to-base-on-eob-inf-files/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Sat, 17 Jul 2004 17:23:50 -0000</pubDate><guid>https://sourceforge.net89017669d4fdd522eeadd26f40a7521856203a02</guid></item><item><title>SDLGL - 3D Part</title><link>https://sourceforge.net/p/jad/news/2004/03/sdlgl---3d-part/</link><description>&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;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Paul Mueller</dc:creator><pubDate>Wed, 24 Mar 2004 15:26:56 -0000</pubDate><guid>https://sourceforge.net84e3cd7893031297c281dfffe78d762da5d585b0</guid></item></channel></rss>