Last Update: 29/04/01

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Latest CVS commits

TEP Main Module

2002-09-01 18:28  jadelman

	fixed directory to be a relative path for any system

[ complete listing ]

TEP Terrain Engine

2001-05-01 06:16  jasonmod

	- removed the universal wipe of tristrips each frame and fixed the
	code that   selectively wipes the ones that need wiping; saved some
	time on redraws - put some of the more verbose diags on a flag and
	turned it off - removed some dead code from VertexManager.h

[ complete listing ]

Project News

29/04/01
  • Um, we still exist, I think.
  • The team (Maks and Tom :)) have been working on the 3d engine and integrating it with the rest of TEP. Currently we have a BSP based engine with full integration with TEPGUI, allowing arbitrarily large numbers of 3d displays in the windowed GUI.
24/07/00
  • Jason's terrain engine rules :) Plans are for an editor allowing the team to easily come up with planets, complete with spaceports.
  • Maksim and I have been working on general service and API improvement.
  • John's been working on FFE.
03/05/00
  • Jason arrived! He's been working on dynamic fractal terrain generation and you can see the result of his labours on his webpage.
  • The compilation page was updated with Jason's suggestions.
  • Further work on the game structures, internal representations of galaxies, star systems and that kind of stuff.
27/03/00
  • Sadly no 3d engine yet :(
  • I've (Flend) been hacking around the GUI API and using it to produce some rough docking displays allowing the player to buy and sell (to a degree) cargo items and get some information on his ship. I've continued on my holy quest to rewrite the STL :) As requested I wrote a page explaining how to compile TEP. Thanks to GeZ for hosting the page whilst I was marooned behind a firewall.
  • I also updated the TEPMeet page, several months late.
  • Maksim's been fixing up the input stuff and working on a portable windowing installer programme to act as a front end to the TEP external module scripting engine.
  • No one knows what John's up to, but chances are it involves registers, stack dumps and lots of disassembled FFE :p

20/02/00
  • Due to XNOT's untimely demise CVS services have moved. Currently anonymous access is not permitted so if you wish to examine the code, please post to the [tepprog] mailing list.
  • Development this month has concentrated on the keyboard routines of the portable TepInput API, further development of the templated container functions and enhancement of the base game classes of TEP (system, equipment and cargo data). Our graphics coder has fortunately now got some time on his hands so hopefully we'll see the integration of his accelerated MMX graphics routines and new 3d engine over the next month.
04/01/00
  • The 2nd TEP Meet took place in Oxford. Amongst the general revelry we got an AI scheduler working, played with some physics and didn't get too much sleep!
  • Check the CVS Log status.
    New stuff:
    • Fast transparencies under GUI
    • Anything else?
28/11/99
  • TEP's CVS server is full of the latest code at cvs.xnot.com and open to anonymous login (many thanks to xnot.com for this service.
  • Another TEP Meet is happening early next month where we hope to thrash out some system structures.
  • As for the code base:
    • Basic shipyard data/display classes produced.
    • Improved mouse code
    • Many GUI bugfixes
20/10/99
  • MXTEP 72d released. Mouse interrupts have been rewritten to remove a re-entrancy bug which was causing random crashes. Several new GUI widgets and slight reorganisation of GUIResponder classes.
  • Kim's proposed a higher level implementation on the AI involving agents and neurons and stuff. Unfortunately I can't find the URL so sorry about that.
  • We've got CVS hosted by xnot.com. As such you can go get the latest source by checking out `tep' under anonymous CVS. Whether this is a good idea or not is another matter... However it's very useful for the coding team.
24/08/99
  • MXTEP 72b released. GGI support is now stable, the input architecture has been fully modulised, various GUI fixes.
  • Initial AI source released by Chris for interested developers.
30/07/99
  • TEP was mentioned in PCZone magazine.
  • A TEPMeet took place in Oxford, England, attended by 4 of the leading TEP developers.
  • MXTEP 72 released with 73 in the offing. Notable features include a redesigned GUI and LibGGI support.
23/06/99
  • Minor graphical updates
06/06/99
  • MXTEP 7-1 released. This includes support for Windows (gag), a new source structure, miscellaneous sound and stability fixes.
  • I am redesigning TEPGUI with a cool nested container/object tree format. Unfortunately I have exams next week, so it's unlikely to move beyond it's no-hope-in-hell of compiling stage for a while at least!
18/05/99
  • Chris has put up an interesting page on agents, using a suspiciously familiar stylesheet :p
24/04/99
  • New version of TEP which compiles out-of-the-box on Linux X systems. Download here.
  • The mailings lists have been reaching about 40 posts a day. Now is a good time to join TEP.
13/04/99
  • First draft of webpage


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