From ed4b6cc054fcd7ff753f92ee6f69af3da63a27ae Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 8 Apr 2022 19:11:08 +0200 Subject: Renamed starshatter dev blog post --- starshatter_open_dev_update_2022_01.html | 59 ++++++++++++++++++++++++++++++++ 1 file changed, 59 insertions(+) create mode 100644 starshatter_open_dev_update_2022_01.html (limited to 'starshatter_open_dev_update_2022_01.html') diff --git a/starshatter_open_dev_update_2022_01.html b/starshatter_open_dev_update_2022_01.html new file mode 100644 index 0000000..37e1488 --- /dev/null +++ b/starshatter_open_dev_update_2022_01.html @@ -0,0 +1,59 @@ + + + + + + + + + +Starshatter: The Open Source Project - Dev Update - January 2022 + + + +
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Starshatter: The Open Source Project
Dev Update - January 2022

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Published on 2022-01-30 20:00:00+01:00, last modified on 2022-04-08 19:10+02:00 +

Few months ago I created a fork of Starshatter Open, and because it appears to be the only (semi-) active one, and +also because I already have a platform on which I share my pointless thoughts; I thought that I'll do exactly that. +

Starshatter was never a popular game and these days the community is even more dead. That's mostly because there's +only few of us and as far as I know I'm the only active developer that gives it some time once a few months. +

State of My Project

+

The goals of my work on Starshatter Open are:

+ +

Order is arbitrary. So far the first goal has been partially accomplished. I cleaned up the whole building process +and moved build configuration generation to CMake. It worked fined for everything but Magic2. It was left behind +because it's based on MFC and doing anything with it is annoying. Nonetheless, it's on the to-do list. +

During the build system change I cleaned up duplicates and, let's call them "wild", parts of the solutions. For +Stars45 it meant that I merged nGenEx and Parser sub-projects into it. They were strongly related +and they were included via direct path anyway. +

All third-party code has been properly checked out from their repositories and integrated into main CMake tree. In +the long run, I'd like to separate them into repositories and install into a common root for building, but for now this +will work. Opcode has also been updated but I did it all manually. First off I had to find the correct version of +it. Then I created CMakeLists for it myself. Oh, I mean both Opcodes, because apparently the source was doubled +for some reason. One was used as headers for Stars45 the other one was built. Both were incredibly broken. +

After I was able to build the project consistently with MSVC and MSYS2/MinGW I took a break. Recently, I fixed some +paths, formatting and other minor things and figured out that I probably should try to build it on Linux with MinGW. +Turns out that after all path updates it worked out just fine and it runs under Wine just right. +

The next goal is the biggest one and it's hard to divide it into smaller ones. Of course, I mean port out of DirectX. +Starshatter is decently structured and most of graphics code is isolated in its own part, but there are some exceptions. +And while DirectX is quite OK, the windows headers are used all over the place. This might be a better target for now. +

We'll see. If you want to contribute and you don't know where, hit me up. +

Useful Links

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In case this is all new to you I suggest to see the Negative-10's site. +

Screenshots

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Here are two screenshots of Starshatter running in windowed mode with Wine on my Linux machine. In the first one I +forgot to copy the language pack into the directory, so the text is all messed up.

+forgot about language pack +this time I didn't +
+ -- cgit v1.1