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Updated Apr 02, 2009 by rodolfo.borges
Development  
source code access; development history

source code access

We are now using Git for the day-to-day development action.

The active code repository is at GitHub.

git clone git://github.com/bart9h/cave9.git

The subversion repository here at Google Code will still be updated now and then, when the new features seems complete.

So, if you are interested in following (or taking part on) the development of cave9, git is preferred. If you just want to try the latest features, use svn.

milestones

0.4 game envelope

0.5

0.6 multiplayer

cave9 history

It all started with a email from zED to the 9Hells clan, on January 12, 2007, proposing to create a simple game in a one weekend code-marathon. By Jan 18 there was finally a consensus on the goal: a 3D SF-Cave clone. cave9 was registered at the Google Code project hosting.

January 27 to 28 the marathon took place, but part of the team (you know who you are :) was lost wandering about which advanced technology to use, so we couldn't complete the task. Yet, something was done: dbb wrote, in Perl, a prototype 2D cave-generation procedure. Ary worked on the cylindrical texture to be applied in the cave walls. bart and zED wrote the skeleton of the code: initialization of a SDL/!OpenGL window, draw on it, main loop, input handle, etc. The texture was ready, and bart converted dbb's code to C. The rest of the team departed, but bart and zED went on, and finished the very basics for a working thing, with a minimalistic collision detection and game flow, but without the texture yet.

The result was not what was planned for the weekend, but enough to not let it die, and bart and zED continued to improve the code on their own after that. On February 5, zED made the cave move also sideways. The day after, Victor Bogado helped bart with a proper (but not yet perfectly implemented) collision detection. The game became playable, and there was a rest of seven months.

On September 24, zED finally wrote the code to map Ary's texture to the cave walls. That, along with other minor improvements, made the game presentable.

On March 18, 2008, bart decided it was time to publish the game. It was submitted to freshmeat.net and happypenguin.org (tough the latter only published it on April 4).

On May 2, there was a request to clarify the copyright of the data files, for inclusion in Debian.


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