Archive for the ‘Development’ Category

Howto access a remote SVN repository from PHP

Tuesday, November 3rd, 2009

For our new site we wished to have something that shows the users we are currently working on dangerdeep and the project is not dead. A good way is to get some informations from the Sourceforge SVN repository and display them on the page. But neither the subversion plugin for PHP is installed on the Sourceforge webspace or we can access our cia.vc feed, because every in/outgoing connections are blocked for scripts by the Sourceforge firewalls. Well, there is the RSS feed provided by Sf.net and it contains commit messages but the feed is far away from being well structured and doesn’t contains all informations we want.
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Eyecandy

Wednesday, June 3rd, 2009

While Thorsten and Matthias have a lot do with work and study, Matt added two nice postprocessing shaders for Bloom and High Dynamic Range. You can find two shots of them in the screenshot section. For enabling them simply open the ~/.dangerdeep/config file and set the correspondig values to “1″.
But be aware! You cannot enable the both shaders together. (more…)

Work in progress

Wednesday, March 25th, 2009
At the moment we work on some different parts in DftD. While Tj has reworked the torpedo code to support all the pattern torpedos like the “Zaunkönig”, Luis is rendering a lot of textures for the new valves station. There you will be able to control the flooding of the ballast tanks to have a heavily realistic simulation of the submerge process. Because it takes some days to render just one of these textures(and some months to model and texture mapping them) this will be finished not before May or June but the code to handle the buoyancy is already implemented.
Myself is working on the terrain rendering. While Tj implemented the really impressive geoclipmap render some time before, it now uses the raster data from the ETOPO1 project to have mostly realistic landscapes and bathymetry in DftD. The next steps on the terrain will be extra detail from multifractal noise as the ETOPO1 dataset has only a resolution of one arcminute and some sub-detail added by normal mapping. If you want to see the terrain in action, just get an actual SVN snapshot. It’s not necessary to download the terrain dataset as DftD will produce a zero-height landscape(with some noise) if the terrain files are not in place.

At the moment we work on some different parts in DftD. While Tj has reworked the torpedo code to support all the pattern torpedos like the “Zaunkönig”, Luis is rendering a lot of textures for the new valves station. There you will be able to control the flooding of the ballast tanks to have a heavily realistic simulation of the submerge process. Because it takes some days to render just one of these textures(and some months to model and texture mapping them) this will be finished not before May or June but the code to handle the buoyancy is already implemented. (more…)

Transition to Subversion

Friday, July 4th, 2008

Hello world,

the project just has completed its transition to subversion (SVN) code repository, making CVS obsolete. Time for the future and to surpass CVS’ limitations. Use SVN browse / trunk now to see the recent version.