Greetings from Github

sdab

New Member
Contributor
  • Name: Sebastien
  • Social: github is sdab
  • From: Currently going to grad school in Boston, MA, USA
  • Skills / Tools: pretty polyglot, but lets say java, c++, python, (e)lisp, html/css/js
  • Found via: Love playing DF, googled for a similar FOSS project to contribute to
  • Interests: I'd love to work on mods relating to mechanisms, history simulation (or procedural generation in general), or a skill system. But to start out, I think I'd like to contribute to the core stuff if that needs any help. Maybe world gen or liquid simulation if needed. Basically Im comfortable with most things having to do with the ES and not rendering/graphics. I started out with a few bugfixes on github and now looking into getting more involved.
  • Extra: My background is in Distributed/Parallel Systems, AI, and theoretical CS.

Also whats the best way to communicate with the team? Is it the forum? And great job with the project, all of the documentation really helped me to get started developing quickly.
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
Hey sdab, welcome :)

I would say forums is the best place for communication, maybe using PMs for more complex stuff where just a few people colaborate. You can always give the IRC a chance, but don't be disappointed from our 'world's most afk-chat' :D
 

mkalb

Active Member
Contributor
Logistics
Hello and welcome!

Thank you for working on the github issues!

Mathias
 

Cervator

Org Co-Founder & Project Lead
Contributor
Design
Logistics
SpecOps
Awesome to hear your background is pretty strong, welcome! :)

We certainly can use help with all the things. Yeah, forum is often best, IRC is afk-land, GitHub is "might get noticed by a few people"

Several big systems could use a motivated driver, like liquid simulation, growth simulation, core AI system, and so on. Lots of smaller issues on GitHub to warm up with as well. World gen is hurting a bit from Nym Traveel being low on time, we've got a height-map generator using plate tectonic by Laurimann, a separate climate generator from Nym to refine it, and a way to import height-maps into the game as actual world maps, but they aren't very well connected - the overarching world gen phase system is still missing (start with settings, pick world shape, generate raw map, refine in multiple ways, add regional features like rivers, add cities, etcetcetc, everything pluggable by modules)

Another core issue that was active but had its primary person Panserbjoern run low on time was some rework on chunks, specifically supporting vertical layering so the world can more than one chunk layer tall. Also per-block variables like increasing the standard block ID to a short and adding support for new block variables in modules

A mechanical system akin to DF or all the redstone type madness from MC is on the list but so far mostly unexplored. Adeon is working on minecarts, that might be the closest we've gotten so far. Goal is something Steampunky, more DF-like than MC "magic" redstone but in 3D like MC. Lots o' pipes and steam!

And that's just some leads I can think of real quick :)
 

sdab

New Member
Contributor
Thanks for the welcome everyone. Cervator, thanks for the leads. I'll do some research and pm the project leads to see if I can help.
 
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