Author Topic: The Omnimaga Project Revival Team  (Read 52345 times)

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Offline Matrefeytontias

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Re: The Omnimaga Project Revival Team
« Reply #75 on: August 31, 2014, 03:37:22 pm »
I think we need more projects. Because right now there's only one project, it's Basic, and not everyone does Basic. There are many dead projects, it shouldn't be too hard to find some more.

Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #76 on: August 31, 2014, 03:40:59 pm »
I agree. Any ideas?

This way we could choose our favorite project to work on.

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #77 on: August 31, 2014, 04:17:58 pm »
* Ben_g looks back a few posts

I have an old project, wxWabbitemu, which is basically a Linux port of Wabbitemu via wxWidgets. Would anybody like to help pick that up? I'd be happy to help with setup and such! :)

https://code.google.com/p/wxwabbitemu/

I guess I should start learning C

And I'll try to divide the doge project into jobs which I'll post as issues. Then everyone can assign one to himself when he wants to do one of them. (Or at least that's my plan. I hope I understood GitHub's systems correctly to get this to work)

Also I don't mind having multiple active projects on out GitHub, but please always check for interest before simply adding it to the GitHub and keep it down to a reasonable number so we won't drown in projects.
« Last Edit: August 31, 2014, 04:20:19 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #78 on: August 31, 2014, 04:21:54 pm »
I also should learn C.
A reasonable number is about 3?

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #79 on: August 31, 2014, 04:37:06 pm »
I also should learn C.
A reasonable number is about 3?
It's hard to put a number on it. It also depends on how big the team is at the moment when those projects are submited. When there are multiple people on the team that don't have a project, I guess they are free to add an other one, if enough of them can agree on that project (enough meaning enough people to finish the project)
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #80 on: August 31, 2014, 05:35:21 pm »
yeah.

And the project discussion is in the github issues, right?

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #81 on: August 31, 2014, 05:36:06 pm »
Yeah, I think it's easiest like that.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #82 on: August 31, 2014, 05:54:16 pm »
And there's the fact that it doubles as an email conversation (at least for me)

Offline alberthrocks

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Re: The Omnimaga Project Revival Team
« Reply #83 on: August 31, 2014, 08:30:48 pm »
Wow, lots of interest for wxWabbitemu!

So basically, if this were to become a OPRT project, these are the following things that need to get done...

Tasks:
  • Update wxWabbitemu's core code to the latest, excluding any files that have NOT been created inside wxWabbitemu.
  • Bring GUI interface up to date with wxWidgets 3.0.
  • Bring GUI functionality up to date with the original Wabbitemu, WITHOUT adding new files from Wabbitemu. (Especially the debugger!)
  • Add new features from Wabbitemu to wxWabbitemu.
These tasks will be explained in MUCH more detail if this project does get picked up with active team members.

Requirements to being a GREAT team member:
  • You MUST have a good command of C to work on core code. You need to know a good amount of C overall. You definitely need to know  pointers, memory management, and C structs. (If you don't know C, that's fine - go read and do a C tutorial! We recommend a thorough lesson on EVERYTHING!)
  • You MUST have a good command of C++ and C to work on GUI code. Object-oriented programming knowledge in C++ is a MUST. (Again, the above applies - if you don't know, go learn it!)
  • Good familiarity with wxWidgets is a MUST to work on GUI code - familiarity with tools like wxGlade a major plus. Same as above - wxWidgets doesn't always have the greatest docs, but either way, check this out first, then go to this tutorial to get into things.
  • Good coding conventions - always a MUST! :D You can code dirty, but the final result must be code that is readable and understandable.
  • Any OS is allowed, but at least 1 team member per OS, especially Linux. Although wxWabbitemu is geared towards Linux users, generally, it should be compilable and runnable on all platforms! That said, there should be at least 1 team member on Linux (et. al.), so that compatibility is ensured.
  • CLI (command-line interface) knowledge. Even on Windows! wxWabbitemu's main building tool is run via CLI, and often you may want to run programs via CLI as well.
  • Knowledge of Git. (Duh.)
  • OPTIONAL - strong knowledge of calculator hardware. No, we're not talking about the number of buttons your TI-83 has - we're talking about the z80 microchip, its commands and features, and the TI calculator's low-level hardware features. (A good benchmark - if you're writing z80 ASM, you probably have some idea!) Again, this is totally optional.
Note that you can join regardless of experience, but knowing the above allows you to contribute the most to the project.

The main repository will still remain on my GitHub (alberthrocks/wxwabbitemu), but development can definitely occur on OPRT's side of things! Basically, the development process is like this:
  • As a team, decide on the task. (You probably should do them in order - they're ordered by difficulty!)
  • Work on it locally (OPRT repo).
  • Fix bugs.
  • Submit a pull request to my repo.
  • If approved, yay! If not, fix the issues that I mentioned, and then resubmit. Repeat #3-5 until approved!
  • Pull the latest changes from my repo. (This may need to be done during the dev process, before anything is even done.)
  • Go back to step 1 and start the process over again!
...whew... lots of stuff. Yeah, it's a hard project. But if you aren't deterred by the challenges ahead, hop aboard - it's gonna be a great ride! :D

Who's in?
« Last Edit: September 01, 2014, 11:23:45 am by alberthrocks »
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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #84 on: August 31, 2014, 09:36:07 pm »
Requirements to be a team member should be Requirements to efficiently work on this project

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #85 on: September 01, 2014, 11:18:06 am »
Is knowing how to go to a folder, list all files in a folder, and running and building programs seen as enough CLI knowledge?

Anyway, it looks like I have a lot to learn to be able to start on it, but it looks like a great challenge, and I'd love wxWabbitemu to be more up to date.

Though can I ask you, alberthrocks, to then please either join our team or at least look at our GitHub regularly to give advice and feedback? This project is quite different from other projects I've done in the past, and I think this is the case with more people from the team.

BTW: my main OS is Linux (Ubuntu), but I have Windows 7 on a virtual machine, so I can test on both.
Oh, and I have programmed in ASM in the past, so I know the basics of how the hardware works. I'd need documentation for the details though.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline alberthrocks

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Re: The Omnimaga Project Revival Team
« Reply #86 on: September 01, 2014, 11:39:35 am »
Requirements to be a team member should be Requirements to efficiently work on this project
Changed it to "Requirements to being a GREAT team member" and added this little blurb:
Note that you can join regardless of experience, but knowing the above allows you to contribute the most to the project.

Is knowing how to go to a folder, list all files in a folder, and running and building programs seen as enough CLI knowledge?
Pretty much! Really, it's just the ability to find/get CLI help (cmd /? or cmd --help), and from the help, run the necessary tools in CLI. The tool in question is our build tool, Premake. A quick start guide for it can be found here.

Anyway, it looks like I have a lot to learn to be able to start on it, but it looks like a great challenge, and I'd love wxWabbitemu to be more up to date - m.

Though can I ask you, alberthrocks, to then please either join our team or at least look at our GitHub regularly to give advice and feedback? This project is quite different from other projects I've done in the past, and I think this is the case with more people from the team.
Awesome!

And definitely - the whole goal is to mentor those working on the code so that it isn't too much of an undertaking! (I might be busy, but at the very least, I'd like to help get things going, and try to answer any questions people may have.) The only thing is that the final code will be at our repo, alberthrocks/wxwabbitemu, for QA and centralization of efforts. (No worries, we'll give credit where credit is due!)

BTW: my main OS is Linux (Ubuntu), but I have Windows 7 on a virtual machine, so I can test on both.
Oh, and I have programmed in ASM in the past, so I know the basics of how the hardware works. I'd need documentation for the details though.
I'm dual booting Windows 7 and Linux Mint (LM is the OS I tend to use more).

To be honest, I don't have much hardware knowledge, so I tend to trust BuckeyeDude's implementation and work to integrate his code from there. However, knowing the HW is a big plus and can help when debugging wxWabbitemu and adding the Wabbitemu debugger later!
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Miss my old signature? Here it is!
Spoiler For Signature:
Alternate "New" IRC post notification bot (Newy) down? Go here to reset it! http://withg.org/albert/cpuhero/

Withgusto Networks Founder and Administrator
Main Server Status: http://withg.org/status/
Backup Server Status: Not available
Backup 2/MC Server Status: http://mc.withg.org/status/

Activity remains limited due to busyness from school et al. Sorry! :( Feel free to PM, email, or if you know me well enough, FB me if you have a question/concern. :)

Don't expect me to be online 24/7 until summer. Contact me via FB if you feel it's urgent.


Proud member of ClrHome!

Spoiler For "My Projects! :D":
Projects:

Computer/Web/IRC Projects:
C______c: 0% done (Doing planning and trying to not forget it :P)
A_____m: 40% done (Need to develop a sophisticated process queue, and a pretty web GUI)
AtomBot v3.0: 0% done (Planning stage, may do a litmus test of developer wants in the future)
IdeaFrenzy: 0% done (Planning and trying to not forget it :P)
wxWabbitemu: 40% done (NEED MOAR FEATURES :P)

Calculator Projects:
M__ C_____ (an A____ _____ clone): 0% done (Need to figure out physics and Axe)
C2I: 0% done (planning, checking the demand for it, and dreaming :P)

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #87 on: September 15, 2014, 10:28:53 am »
Or first project, Dodge, seems to be nearly completed.

Could anyone who is working on it / is interested to still work on it please check if there are any major bugs or features we forgot about?
And now that one project is nearing completion, maybe we should start looking for an other calculator project to work on.



I also forked wxWabbitemu to the OPRT GitHub page. The work that needs to be done isn't posted in issues yet, but please let us know if you're working on a certain part to reduce the chances of doing double work. I'm currently still learning C/C++, but I'll join as soon as I understand them well enough.



Finally, if anyone is still interested in joining the team, please post your GitHub name here (or tell it to a team member on IRC or in a PM).
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #88 on: September 15, 2014, 07:00:56 pm »
Nope, nothing missed. Congrats on first project finished!
I'm starting C too.

Offline DJ Omnimaga

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Re: The Omnimaga Project Revival Team
« Reply #89 on: September 22, 2014, 02:29:38 am »
Or first project, Dodge, seems to be nearly completed.

Could anyone who is working on it / is interested to still work on it please check if there are any major bugs or features we forgot about?
And now that one project is nearing completion, maybe we should start looking for an other calculator project to work on.



I also forked wxWabbitemu to the OPRT GitHub page. The work that needs to be done isn't posted in issues yet, but please let us know if you're working on a certain part to reduce the chances of doing double work. I'm currently still learning C/C++, but I'll join as soon as I understand them well enough.



Finally, if anyone is still interested in joining the team, please post your GitHub name here (or tell it to a team member on IRC or in a PM).
This is cool to hear. However, I would have suggestions for future OPRT products:

-Cross-post progress and updates over Omni, so that non-Github users are aware that they are being worked on or exist at all. For example, I didn't know about that Dodge game until I checked this thread tonight. It would also help increasing Omnimaga forum activity. Yesterday there were only 10 posts on Omnimaga and 14 Saturday.

-Those who really can't help on projects could simply post suggestions or feedback on other people's projects (at least the non-quadratic solver ones), to give encouragement and criticism for improvements.