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FIRST Video Game: Cementing auxillary file formats
While there is still a debate in the other thread, I would like the programmers that have expierience in this or who are planning to pitch in to start discussing the file formats.
I believe we will be working in MS VC++, but this hasn't been finalized. Since we are using OOP, we need to decide what interfaces any DLLs present. Also, we need to decide on what format the CADs will be in, how each section is packed, etc. Assume we will have to do this, and try to remain Engine independent. we need:
My thought is renamed ZIPs. |
Re: FIRST Video Game: Cementing auxillary file formats
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Just some thoughts. :) --EDIT-- This format would also allow easy tweaking by the user, without the need of much of an external utility. Very nice at the beginning. :) |
Re: FIRST Video Game: Cementing auxillary file formats
For a text format, we could try the LDraw format for objects, with some additions. Or the zip has an LDraw for the actual field and XML for the descriptors.
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Re: FIRST Video Game: Cementing auxillary file formats
if we want a setting, we can make a "crowd" by taking a large spotted bitmap image and slanting it to look like filled bleachers :)
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Re: FIRST Video Game: Cementing auxillary file formats
Right. In the field zip, add a png CrowdTexture.png, and use it as a texture for those polygons.
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Re: FIRST Video Game: Cementing auxillary file formats
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Re: FIRST Video Game: Cementing auxillary file formats
Probably the easiest way to combine text and binary is a ZIP, like FIRST_Frenzy.zip, except it's named FIRST_Frenzy.fvg.
Probably a combination of INIs, XML, and various binaries (3DSMax, PNGs, DLLs, etc) |
Re: FIRST Video Game: Cementing auxillary file formats
DEFINITION: Item - The actual CAD of something, for lack of a better name.
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Re: FIRST Video Game: Cementing auxillary file formats
To elaborate on the directory of the zips:
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Re: FIRST Video Game: Cementing auxillary file formats
Ok, so let me see if I understand:
Each zip is divided into directories. Each of these holds one thing: a robot, field, or game desciption. What exactly makes a single zip? Is there one zip per game? |
Re: FIRST Video Game: Cementing auxillary file formats
The only thing that defines a zip is that it is a single package. So if you 'install' the '92 game, with it comes the default field and robot. when you 'uninstall' it, all three are removed. (the actual process of (un)installing is adding/removing files)
The zips are created by the person who wrote/packaged the contents. What is in a given zip is unimportant to most of the code (the exception being the part that actually gets the data/files). Any section that does not contain necesities is not shown to the user. (special debug mode to show such sections?) |
Re: FIRST Video Game: Cementing auxillary file formats
Ok, so here's my idea as of when sounds play:
Charge2 @ BeginMatch(); FogBlast @ HaltMatch(); Buzzer @ MatchFinish(); Charge2 @ (internal) EndAutonomous(); strike04 @ (internal) DropBalls(); Also: we need to finalize file names within the zip and how they are referenced. |
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