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NOTE: The repository contains everything you need *EXCEPT* sound. To get the sound you should go to http://markleford.com/dock/haunts/build/ and grab the *.fsb file and add it to data/sound/. NOTE: All of the repositories that this project references are open-source. Some might have made backward-incompatible changes since I last pulled them. I have already made some such changes to glop. Additionally I have cloned some repositories and have my own version of them (such as chsc's gogl), if you try to use the author's verisons you will need to make a lot of changes in haunts. - base/ Useful things that you might want anywhere. - Logging: you can do base.Log().Printf("Foo: %d", foo) to get that line (with line number and file) to show up in the log - Console: The console shows the last several lines of the log file as it is being generated. Press ctrl-c on windows, or cmd-c on osx, to toggle the console. - Registry: An easy way to load directories full of json files into the appropriate structures and keep them in an easy to access registry. - Bindings: Some bindings are different on osx and windows, these are listed in their respective bindings files. - Shaders: Easy way to load shaders and set appropriate variables for those shaders. - game/ Most gameplay and ui stuff is in here. It's big and gross. - Actions: The Action interface describes a kind of action that a player can do. Each action type has an implementation in game/actions/. - Ais: The Ai interface describes an ai that can control either a player or an entity. Implementations and the Ai API is in game/ai/. - Ui: Most ui is done in the files that match game/ui_.*. They are ugly, because the ui api in glop is ugly. That is something that just sucks, there isn't a good way around it. - game/status Contains everything for keeping track of an entity's stats, along with any modifiers to those stats. This is in a separate package to make it difficult to modify an entity's stats without going through the proper process. - house/ Contains all of the code for rendering rooms and houses, as well as all of the logic for the editor. - Los_textures: This describes what a player can see. This is represented as a greyscale image that is used to render rooms such that certain parts are dark or light depending on what a player can see. The relevant fragment shader that handles this is data/shaders/fragment/los.fs. - mrgnet/ All of the code for communicating with the server. - sound/ All of the code for playing sound and music. - texture/ A fairly simple texture manager. Textures can be loaded by referring to their path (relative to data/). The are loaded asynchronously, they are loaded incrementally so as to not flood the gpu with requests in a single frame. If you refer to a texture that has not been loaded yet you will get a single pixel transparent texture until it is loaded. A scavenger routine will collect textures that have not been referenced in a few minutes and unload them from the gpu to prevent texture memory from growing unboundedly. -Greyscale images are handled specially. If a texture is loaded that is strictly greyscale it will be loaded into the gpu as a greyscale image to save on texture and gpu bandwidth.