Application: v3n

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v3n
Posts: 3
Joined: 20 Dec 2015, 02:27

Application: v3n

Post by v3n »

Hi all,

My name is Jonathan Howard. Found the project awhile ago, been wanting to contribute and having just graduated with my BS.CompS., I now actually have some time!

Some background about me, I'm a game developer (credited in Killing Floor 2) with a fairly versatile background. I've been working in C++ for 4+ years now, using it as my primary language. My academic background is in graphics and engine programming. Professionally, I've been a bit of a jack-of-all trades, picking up the slack wherever is needed. I've got some depth in the OS X stack, having used it as my primary platform for awhile as well as worked on the League on Mac (iLoL) project.

Excited to start working with y'all!
-- v3n
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Application: v3n

Post by Zini »

Welcome. Please go through the new developer checklist linked in the pinned thread.

Since you have a background in graphics, maybe you could help out with some of the OpenMW-CS rendering tasks listed here?
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v3n
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Joined: 20 Dec 2015, 02:27

Re: Application: v3n

Post by v3n »

Thanks Zini, I'll take a look at them.

Is there updated build information for OS X? I've managed to hack the brew recipes to build correctly, but unfortunately I'm still getting some weird CMake errors.
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Zini
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Joined: 06 Aug 2011, 15:16

Re: Application: v3n

Post by Zini »

If there isn't anything on the wiki, then I don't know. Not a Mac user. You could try to PM corristo (he is our go to guy for Mac).
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v3n
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Joined: 20 Dec 2015, 02:27

Re: Application: v3n

Post by v3n »

Thanks, I'll give him a shout, then pop over to the other thread and see what needs to be done about the camera stuff.

-- v3n
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Zini
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Joined: 06 Aug 2011, 15:16

Re: Application: v3n

Post by Zini »

Oh, the camera. I was thinking about the rendering tasks (because they are smaller and easier to get started with). But if you want to do the camera, I am fine with that. It is the more important task anyway.

I will be away and without internet for most of next week, so we should sort out any open questions no later than Monday, maybe first half of Tuesday.

Here is a short sum up:
* We have three camera modes (selectable by the first button from the top).
* The tooltips accurately describe the functionality with one exceptions. The tooltips mention hardcoded mouse buttons, but you should use the buttons specified in the user settings instead (p-navi, s-navi).
* All mouse movement input should be handled through the same code pathway (in WorldspaceWidget). The current solution of handling camera movement input in a different place from the editing movement input will only cause problems.
* When switching between camera modes the old camera position and orientation should be maintained, if they are valid within the new camera mode.
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