Coding
From UFO:AI
Contents |
Getting the source
Just have a look at our SVN-page to get more information about this.
Compiling the source
Don't forget to compile the maps when you use the SVN version. Otherwise the tactical missions won't start up.
Also make sure, that you compile the language files (po-files from src/po). Otherwise you will only see placeholders in the ufopedia and some other places.
If you are using linux you can now create the pk3 archives but entering your base/ directory and type./archives.sh- also see the packaging notes.
After compiling the source and maps you will most likely run the game.
Debugging the game
There is a debugging article available with more information about this topic.
The Debug commands will help you here as well.
Contributing
If you want to contribute to the project you need an account at sourceforge.net or submit your patches anonymously to the patch tracker at sf.net. There is also a TODO-list and a Changelog available. Please also have a look at the coding guidelines.
Callgraph
(see valgrind for more information on how to generate a callgraph)Documentation
The Doxygen code documentation can be found here. It is most likely out of date, but you can always generate a current one yourself by typing:
make doxygen-docs
in the root of your SVN working directory.
Tutorials on UFO Webspace
External Links
- TortoiseSVN - GUI for SVN
- UFO:AI Project homepage at SourceForge
- CIA Bot - SVN changelog with some statistics
- Pre-defined Operating System Macros
Coding help
- Dev-Master
- GameDev.net
- Game Programming Wiki
- FlipCode Knowledge Base
- C-Programming articles
- OpenGL Red Book
- OpenGL Blue Book
- NeHe OpenGL tutorials
Tutorials on the net
some of them are Quake1 or Quake3 related but maybe give a starting point...
- Coding tutorials
- Code3Arena
- Tutorials for 3D game development
- OpenGL Tutorials


