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	<title>FIFE community &#38; development blog</title>
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	<link>http://fifengine.net</link>
	<description></description>
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		<title>0.3.3r2 Released!</title>
		<link>http://fifengine.net/2011/11/03/0-3-3r2-released/</link>
		<comments>http://fifengine.net/2011/11/03/0-3-3r2-released/#comments</comments>
		<pubDate>Thu, 03 Nov 2011 02:28:47 +0000</pubDate>
		<dc:creator>prock</dc:creator>
				<category><![CDATA[FIFE news]]></category>

		<guid isPermaLink="false">http://fifengine.net/?p=1112</guid>
		<description><![CDATA[After releasing 0.3.3 we quickly started getting reports of some issues with it.  We decided that because 0.3.4 is a ways away that the best thing to do would be to release a fix release for 0.3.3.  This release addresses one major problem with 0.3.3 and some ATI cards/drivers.  Some users with specific card/driver combinations [...]]]></description>
			<content:encoded><![CDATA[<p>After releasing 0.3.3 we quickly started getting reports of some issues with it.  We decided that because 0.3.4 is a ways away that the best thing to do would be to release a fix release for 0.3.3.  This release addresses one major problem with 0.3.3 and some ATI cards/drivers.  Some users with specific card/driver combinations in Windows were reporting black screens when trying to run any client.  After some debugging we found that with these card/driver combos that the OpenGL framebuffer and NPOT textures were not implemented correctly.  To address the issue we added two new FIFE settings to disable the framebuffer and NPOT textures.  Along with those settings we managed to fit a lot of changes in this release including:</p>
<ul>
<li>Major overhaul of the instance matching routines.  They are now much faster and more accurate.</li>
<li>Added mouse sensitivity and acceleration options.</li>
<li>Fixed some problems with memory in the Image Manager.</li>
<li>Dragging the mouse (with a mouse button down) now behaves as expected.</li>
<li>1024&#215;600 is now a valid resolution to run FIFE</li>
<li>PyChan widgets can now be shown/hidden even if they are not the top container widget.</li>
<li>Editor icons have been replaced with free ones</li>
</ul>
<p>Thanks to everyone who contributed to this release!</p>
<p>In other news we are planning on changing our release strategy a little bit.  We want to avoid having to release these &#8220;fix&#8221; releases.  The plan is to release a &#8220;release candidate&#8221; sometime before we actually release 0.3.4 to allow for more testing to be done.  Hopefully this prevents us from having to re-release a few weeks after.</p>
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		<title>0.3.3 has arrived!</title>
		<link>http://fifengine.net/2011/10/07/0-3-3-has-arrived/</link>
		<comments>http://fifengine.net/2011/10/07/0-3-3-has-arrived/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 14:38:56 +0000</pubDate>
		<dc:creator>prock</dc:creator>
				<category><![CDATA[FIFE news]]></category>

		<guid isPermaLink="false">http://fifengine.net/?p=1106</guid>
		<description><![CDATA[I am pleased to announce that we have released FIFE 0.3.3!  The official release date was October 6th,2011 but I didn&#8217;t get around to writing this announcement until today.  All files are available in the download section of our wiki.  This release was a long time coming but it includes a lot of changes. Special thanks go [...]]]></description>
			<content:encoded><![CDATA[<p>I am pleased to announce that we have released FIFE 0.3.3!  The official release date was October 6th,2011 but I didn&#8217;t get around to writing this announcement until today.  All files are available in the <a title="Download FIFE" href="http://wiki.fifengine.net/Download_section#0.3.3_-_October_6th.2C_2011" target="_blank">download section</a> of our wiki.  This release was a long time coming but it includes a lot of changes.</p>
<p>Special thanks go out to the <a title="Unknown Horizons" href="http://www.unknown-horizons.org/" target="_blank">Unknown Horizons</a> team for making this release possible.  We were fortunate enough to get a student for GSoC this year through them so we are all very grateful.  The summer of code turned out to be very successful and our student (kozmo) made some huge performance improvments in the OpenGL renderer and added a lot of great features.  Thanks Kozmo!</p>
<p>There was so many changes to FIFE in this release so I&#8217;m not going to list them all.  Here is a quick summary of all the key improvements:</p>
<ul>
<li>Many optimizations/improvements to the OpenGL renderer</li>
<li>Colour overlays have been optimized</li>
<li>Can now draw/modify images</li>
<li>Resource pools have been completely re-written from the ground up</li>
<li>Clients can now specify the colour to use when clearing the screen</li>
<li>Some changes/optimizations to the light renderer</li>
<li>Initial support for C++ map/object/animation loaders</li>
<li>Image Atlas support and Atlas editor</li>
<li>Optimizations to the Guichan graphics renderer</li>
</ul>
<div>Of course that only scratches the surface.  To see a full list of changes check out the 0.3.3 <a title="0.3.3 Change Log" href="http://fife.trac.cvsdude.com/engine/browser/tags/0.3.3/CHANGES" target="_blank">CHANGELOG</a>.</div>
<div>I hope everyone enjoys this release as much as I have enjoyed working on it.  Thanks to everyone who contributed.  We could not have done it without you!</div>
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			<wfw:commentRss>http://fifengine.net/2011/10/07/0-3-3-has-arrived/feed/</wfw:commentRss>
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		<title>Even more stuff for your eyes!</title>
		<link>http://www.unknown-horizons.org/devblog/41/114/Even-more-stuff-for-your-eyes-/</link>
		<comments>http://www.unknown-horizons.org/devblog/41/114/Even-more-stuff-for-your-eyes-/#comments</comments>
		<pubDate>Wed, 13 Jul 2011 16:23:00 +0000</pubDate>
		<dc:creator>Unknown-Horizons News</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Unknown Horizons]]></category>

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		<description><![CDATA[Yeah, lot of progress here recently, so we'll again show two cool pics.
We today constructed a new in-game pause menu that hopefully is easier to work with (and distinguish from our main menu) than b...]]></description>
			<content:encoded><![CDATA[Yeah, lot of progress here recently, so we'll again show two cool pics.
We today constructed a new in-game pause menu that hopefully is easier to work with (and distinguish from our main menu) than b...]]></content:encoded>
			<wfw:commentRss>http://fifengine.net/2011/07/13/even-more-stuff-for-your-eyes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Preview of new assets!</title>
		<link>http://www.unknown-horizons.org/devblog/40/114/Preview-of-new-assets-/</link>
		<comments>http://www.unknown-horizons.org/devblog/40/114/Preview-of-new-assets-/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 00:26:00 +0000</pubDate>
		<dc:creator>Unknown-Horizons News</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Unknown Horizons]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Heya!
just decided to throw in some of the most recent contributions by wentam since they're too cool to keep almost secret :-)
The most impressive one is our animated wooden tower equipped with can...]]></description>
			<content:encoded><![CDATA[Heya!
just decided to throw in some of the most recent contributions by wentam since they're too cool to keep almost secret :-)
The most impressive one is our animated wooden tower equipped with can...]]></content:encoded>
			<wfw:commentRss>http://fifengine.net/2011/07/12/preview-of-new-assets/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Unknown Horizons combat branch test</title>
		<link>http://www.unknown-horizons.org/devblog/39/114/Unknown-Horizons-combat-branch-test/</link>
		<comments>http://www.unknown-horizons.org/devblog/39/114/Unknown-Horizons-combat-branch-test/#comments</comments>
		<pubDate>Sat, 09 Jul 2011 12:03:00 +0000</pubDate>
		<dc:creator>Unknown-Horizons News</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Unknown Horizons]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Hey everyone!
As part of Google Summer of Code mihaibivol works on developing a combat system for Unknown Horizons.  Now ships are equipped with cannons and there's also the possibility of building ...]]></description>
			<content:encoded><![CDATA[Hey everyone!
As part of Google Summer of Code mihaibivol works on developing a combat system for Unknown Horizons.  Now ships are equipped with cannons and there's also the possibility of building ...]]></content:encoded>
			<wfw:commentRss>http://fifengine.net/2011/07/09/unknown-horizons-combat-branch-test/feed/</wfw:commentRss>
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		<title>Unknown Horizons 2011.2 Release</title>
		<link>http://www.unknown-horizons.org/devblog/37/114/Unknown-Horizons-2011-2-Release/</link>
		<comments>http://www.unknown-horizons.org/devblog/37/114/Unknown-Horizons-2011-2-Release/#comments</comments>
		<pubDate>Fri, 01 Jul 2011 22:25:00 +0000</pubDate>
		<dc:creator>Unknown-Horizons News</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Unknown Horizons]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Heya everybody,today we proudly announce our next release: Unknown Horizons 2011.2!
We added several new features in 2011.2, including: 

Random map system that creates awesome maps
Trade routes t...]]></description>
			<content:encoded><![CDATA[Heya everybody,today we proudly announce our next release: Unknown Horizons 2011.2!
We added several new features in 2011.2, including: 

Random map system that creates awesome maps
Trade routes t...]]></content:encoded>
			<wfw:commentRss>http://fifengine.net/2011/07/01/unknown-horizons-2011-2-release/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Big Changes Ahead</title>
		<link>http://blog.parpg.net/2011/06/big-changes-ahead/</link>
		<comments>http://blog.parpg.net/2011/06/big-changes-ahead/#comments</comments>
		<pubDate>Sun, 19 Jun 2011 09:49:58 +0000</pubDate>
		<dc:creator>Technomage</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Zero-Projekt]]></category>

		<guid isPermaLink="false">http://blog.parpg.net/?p=486</guid>
		<description><![CDATA[Greetings PARPGians! Its been a while since we last updated the blog, and boy have a lot of things have happened in that time! I&#8217;ll try and outline what we&#8217;ve accomplished in the past few weeks below. Moving On Up (to Assembla Source Hosting) The single biggest change we&#8217;ve made is that we now use [...]]]></description>
			<content:encoded><![CDATA[<p>Greetings PARPGians!</p>
<p>Its been a while since we last updated the blog, and boy have a lot of things have happened in that time! I&#8217;ll try and outline what we&#8217;ve accomplished in the past few weeks below.</p>
<h2>Moving On Up (to Assembla Source Hosting)</h2>
<p>The single biggest change we&#8217;ve made is that we now use Assembla (<a href="http://assembla.com" >http://assembla.com</a>) as our source repository host. Although Codesion, our previous host, has done a lot for us over the years we decided that it was time to update to a distributed version control system and Codesion&#8217;s offerings in that area simply did not meet our requirements. However, we will continue to use our Trac page for bug tracking and keep our old svn repository online, at least for the foreseeable future.</p>
<p>One of the really neat things about Assembla is that it is built with Agile Programming methods in mind. Our Assembla workspaces provide tools for asynchronous communication, posting progress reports, viewing repository changesets and managing milestones and backlog items. Although we&#8217;re still getting used to Agile methodology, I think that most of us would agree that it has significantly improved our communication and collaboration habits. Overall, we&#8217;ve been very impressed with Assembla&#8217;s free hosting. It is by far the most professional free host we&#8217;ve seen, and has tons of features that we haven&#8217;t even figured out how to use yet!</p>
<p>Feel free to explore our Assembla pages at <a href="http://parpg.assembla.com" >http://parpg.assembla.com</a> and get a feel for how it all works.</p>
<h2>Through the Looking Glass: From Subversion to Mercurial</h2>
<p>One of our primary reasons for changing source hosts was that we wanted to migrate to a distributed version control system (DVCS). Subversion simply wasn&#8217;t scaling well enough for us, since we often had two, three or even more developers working in parallel. Add in the fact that each of those developers was working on some experimental changes and&#8230; well you get the idea.</p>
<p>So we said good bye to subversion (well, sort of &#8211; see below) and migrated our codebase to Mercurial. We narrowed down the field to either GIT or Mercurial, and most of the developers agreed that the learning curve of GIT was too steep compared with Mercurial&#8217;s subversion-like behavior and commands.</p>
<p>There have been a few stumbling blocks to implementing and using the new Mercurial repositories, but we&#8217;re starting to get used to the new workflow. So far the extra flexibility of Mercurial has been very useful, at least to the programmers.</p>
<h2>Three Repositories Are Better Than One</h2>
<p>As if changing our source host and VCS wasn&#8217;t enough, we also split up our codebase into three separate (but related) repositories: <strong>parpg-core</strong>, <strong>parpg-assets</strong> and <strong>parpg-tools</strong>.</p>
<p>The <strong>parpg-core</strong> repository contains the core code framework which makes up the PARPG application, and as such contains the majority of our Python source code.</p>
<p>The <strong>parpg-assets</strong> repository contains all of our game data &#8211; object definitions, sprites, maps, dialogs, music and sound fx, etc. Unlike the other two repositories, which are Mercurial repositories, parpg-assets is a subversion repository (the reason for this is explained below).</p>
<p>Finally, the <strong>parpg-tools</strong> repository contains the source code and supporting assets of the various tools and utilities we&#8217;ve developed over the years to help us create game content.</p>
<p>Our justification for splitting up the code like this was that the binary asset files don&#8217;t change very often and yet comprise the bulk of the storage space (more than 200MB in all), which would have significantly slowed down clones of the repository (DVCSs copy all history in their &#8220;check-outs&#8221;). Compounding this problem was the fact that Mercurial (and most other DVCSs, actually) don&#8217;t handle changes to binary files well and tends to create a lot of bloat with each commit. To solve this issue, we moved most of the binary files into parpg-assets &#8211; a subversion repository which is able to handle changes to binary files much more gracefully.</p>
<p>To prevent parpg-core from drifting apart from parpg-assets and parpg-tools, we made parpg-assets and parpg-tools <em>subrepositories</em> of parpg-core. What this means in practice is that any time you clone parpg-core, you will also clone/checkout parpg-tools and parpg-assets, respectively. This is a feature of Mercurial that was really fleshed out in the 1.7 branch, so you&#8217;ll probably want the most recent version of Mercurial clone parpg-core.</p>
<h2>Distutils, SCons and (now) WAF, oh my!</h2>
<p>Just to make things as confusing as possible we also changed our build system (twice). Originally we used Python&#8217;s distutils installer to build and install everything, but unfortunately as the project grew more complex we discovered that distutils was very difficult to extend and was really starting to slow down development. To be fair the distutils module was developed to build, maintain and install Python libraries, not games with thousands of assets and dozens of tools.</p>
<p>SCons seemed like the natural replacement for distutils, since FIFE (our rendering engine and game framework) uses SCons as its build system. But right from the start we ran into problems with SCons. First, SCons didn&#8217;t like our Python code and we had to write a custom extension to get it to correctly install and optionally compile our Python code. Then SCons didn&#8217;t like our 8,000+ asset files and we had to write ANOTHER extension to get it to correctly copy our assets (and very, very SLOWLY at that). Then SCons had issues verifying which files had changed between the build/installation directory and the source, which required YET ANOTHER extension (you can see where this is going&#8230;).</p>
<p>In the end, we abandoned SCons in favor of its bastard child, WAF. WAF is an old fork of SCons that was developed by a couple of KDE developers. Although much less mature than SCons, WAF has proven to be more than stable enough for our purposes. So far, WAF has been very easy to work with: our current build script is a fraction of the size of our previous SCons buildscript, and yet does everything that SCons could do and more. WAF is also many times faster than SCons, which makes development a lot quicker. Finally, WAF comes as a self-contained script, which means that we distribute WAF along with PARPG &#8211; eliminating any issues with users using an outdated or incompatible version of the build software.</p>
<p>Our WAF build system is still being tested, but it should be in the main parpg-core repository soon!</p>
<h2>The Times They Are A-Changing</h2>
<p>We have even bigger changes planned in the weeks and months ahead, so stay tuned!</p>
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		<title>New Codeswarm Video</title>
		<link>http://www.unknown-horizons.org/devblog/36/114/New-Codeswarm-Video/</link>
		<comments>http://www.unknown-horizons.org/devblog/36/114/New-Codeswarm-Video/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 22:52:00 +0000</pubDate>
		<dc:creator>Unknown-Horizons News</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Unknown Horizons]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Hey peoples out there, today we present to you a new codeswarm video we have created.

...]]></description>
			<content:encoded><![CDATA[Hey peoples out there, today we present to you a new codeswarm video we have created.

...]]></content:encoded>
			<wfw:commentRss>http://fifengine.net/2011/06/17/new-codeswarm-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Your ship and city names in Unknown Horizons!</title>
		<link>http://www.unknown-horizons.org/devblog/35/114/Your-ship-and-city-names-in-Unknown-Horizons-/</link>
		<comments>http://www.unknown-horizons.org/devblog/35/114/Your-ship-and-city-names-in-Unknown-Horizons-/#comments</comments>
		<pubDate>Sat, 11 Jun 2011 19:09:00 +0000</pubDate>
		<dc:creator>Unknown-Horizons News</dc:creator>
				<category><![CDATA[Community news]]></category>
		<category><![CDATA[Unknown Horizons]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Heya!
Ever looked for an easy way to contribute, but just couldn't find how? Let's change that!
Since Unknown Horizons now allows to build a lot of own ships, we would love to see more variety in th...]]></description>
			<content:encoded><![CDATA[Heya!
Ever looked for an easy way to contribute, but just couldn't find how? Let's change that!
Since Unknown Horizons now allows to build a lot of own ships, we would love to see more variety in th...]]></content:encoded>
			<wfw:commentRss>http://fifengine.net/2011/06/11/your-ship-and-city-names-in-unknown-horizons/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>FIFE and Google Summer of Code</title>
		<link>http://fifengine.net/2011/06/02/fife-and-google-summer-of-code/</link>
		<comments>http://fifengine.net/2011/06/02/fife-and-google-summer-of-code/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 16:57:01 +0000</pubDate>
		<dc:creator>prock</dc:creator>
				<category><![CDATA[FIFE news]]></category>
		<category><![CDATA[gsoc]]></category>
		<category><![CDATA[kozmo]]></category>

		<guid isPermaLink="false">http://fifengine.net/?p=1091</guid>
		<description><![CDATA[Hi all.  It&#8217;s been a long time and there is some Major news to report.  As you may know the Unknown Horizons project, which uses FIFE as it&#8217;s engine, was accepted by GSOC this year.   We were lucky enough to be awarded one of the Unknown Horizons student slots to work on FIFE specifically.  [...]]]></description>
			<content:encoded><![CDATA[<p>Hi all.  It&#8217;s been a long time and there is some Major news to report.  As you may know the <a title="Unknown Horizons - Home" href="http://www.unknown-horizons.org/">Unknown Horizons</a> project, which uses FIFE as it&#8217;s engine, was accepted by GSOC this year.   We were lucky enough to be awarded one of the Unknown Horizons student slots to work on FIFE specifically.  We had a lot of students interested in the project and they were all very qualified so selecting a single student was difficult.  After much deliberation we selected Kozmo&#8217;s proposal to help improve FIFE&#8217;s performance by doing some major work on the OpenGL renderer.  The official coding period started on the 23rd of May and Kozmo has already contributed a lot to the project.  I would like to take this opportunity and welcome Kozmo to the team!  We look forward to working with you now and into the future!</p>
<p>Kozmo&#8217;s major work in improving the OpenGL renderer is broken down into several smaller tasks.  He has reviewed our code and has begun refining some of the OpenGL calls to be more efficient.  This includes keeping track of OpenGL states in the engine rather than querying it directly which saves time and also saves redundant calls.  We are also moving to a newer version of OpenGL that gives us access to a lot more OpenGL features including vertex buffers and non power of 2 textures.    Some other tasks he is working on right now is to add texture atlas support to minimize the texture changes in OpenGL.  This would allow us to potentially render an entire layer in one call!  Kozmo already has a working prototype of this and he has seen some major improvement in framerates.  Good work Kozmo!</p>
<p>As always if you have any questions feel free to stop by in our <a title="FIFE IRC Channel on freenode" href="http://irc.fifengine.net">IRC </a>channel or drop us a line in our <a title="FIFE Forums" href="http://forums.fifengine.net/index.php">Forums</a>.</p>
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