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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vimzard</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-06T14:45:27Z</updated>
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		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=25157</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=25157"/>
		<updated>2008-04-08T07:18:02Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* UI Mockup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with _jbx_ and zookeeper). Of course there will be more things as I go along. The UI toolkit I will use will depend on whether or not it gets integrated with the scenario editor. Right now I'm rooting for wxWidgets, because of its cross-platform friendliness.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** An improved copy/paste, with a selection tool, smart feature selection (like the magic wand).&lt;br /&gt;
** Better resizing and rotating tools.&lt;br /&gt;
** Full map Screenshots / (export to png) ability. A selection based screenshot tool.&lt;br /&gt;
** Support for usermade content&lt;br /&gt;
*** Getting additional tiles, etc. from the wesnoth server.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now is purely random)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* Running Task&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
===UI Mockup===&lt;br /&gt;
I felt that the UI should be something along the lines of GIMP, and as a result, my mockup does bare striking resemblence :D. I've also mashed in some parts of Glade. Overall, I don't think there are any big UI points I'd like to change.&lt;br /&gt;
&lt;br /&gt;
http://picasaweb.google.co.uk/arunchaganty/General/photo#5183942307546423458&lt;br /&gt;
&lt;br /&gt;
The brush set is replaced with tiles. The drop down selector in the brushes tab is used to change the current palette, from different terrain sets (mainline and custom). The navigator supports a zoom (as does the main map window). The File|Edit|View bar in each map is probably unnecessary. You can toggle between tabs. The missing portion on the lower right is currently free space. I propose that it will contain features for integration with the scenario editor, at which point the layout will be changed quite a bit.&lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
Upto May 26: Get more familiar with the Wesnoth code, interact with the community to get a better insight into what they'd like from a map editor. Start with creation of a dummy UI.&lt;br /&gt;
* Task 1 (2 weeks): Get something that works like the existing map editor up.&lt;br /&gt;
* Task 2 (1 week): Selection and copy-paste tool&lt;br /&gt;
* Task 3 (1 week): Resizing/Rotation and screenshot tool.&lt;br /&gt;
* Task 4 (1.5 weeks): Support for user content.&lt;br /&gt;
* Task 5 (2 weeks): Random map generator&lt;br /&gt;
* Task 6a (1 week): WML Objects (if not integrating with the scenario editor)&lt;br /&gt;
* Running Task: Integration with the Scenario Editor&lt;br /&gt;
* Task 7 (.5 weeks): Getting themes/etc. from the Wesnoth server.&lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
As mentioned before, I am very comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24877</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24877"/>
		<updated>2008-03-30T08:23:27Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: Added timeline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with _jbx_ and zookeeper). Of course there will be more things as I go along. The UI toolkit I will use will depend on whether or not it gets integrated with the scenario editor. Right now I'm rooting for wxWidgets, because of its cross-platform friendliness.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** An improved copy/paste, with a selection tool, smart feature selection (like the magic wand).&lt;br /&gt;
** Better resizing and rotating tools.&lt;br /&gt;
** Full map Screenshots / (export to png) ability. A selection based screenshot tool.&lt;br /&gt;
** Support for usermade content&lt;br /&gt;
*** Getting additional tiles, etc. from the wesnoth server.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now is purely random)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* Running Task&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
===UI Mockup===&lt;br /&gt;
I felt that the UI should be something along the lines of GIMP, and as a result, my mockup does bare striking resemblence :D. I've also mashed in some parts of Glade. Overall, I don't think there are any big UI points I'd like to change.&lt;br /&gt;
&lt;br /&gt;
http://picasaweb.google.co.uk/arunchaganty/General/photo#5181720349165510770&lt;br /&gt;
&lt;br /&gt;
The brush set is replaced with tiles. A key ui element missing here is a drop down selector in the brushes tab to change the current palette, from different terrain sets (mainline and custom). The navigator supports a zoom (as does the main map window). The File|Edit|View bar in each map is probably unnecessary. You can toggle between tabs. The missing portion on the lower right is currently free space. I propose that it will contain features for integration with the scenario editor, at which point the layout will be changed quite a bit. &lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
Upto May 26: Get more familiar with the Wesnoth code, interact with the community to get a better insight into what they'd like from a map editor. Start with creation of a dummy UI.&lt;br /&gt;
* Task 1 (2 weeks): Get something that works like the existing map editor up.&lt;br /&gt;
* Task 2 (1 week): Selection and copy-paste tool&lt;br /&gt;
* Task 3 (1 week): Resizing/Rotation and screenshot tool.&lt;br /&gt;
* Task 4 (1.5 weeks): Support for user content.&lt;br /&gt;
* Task 5 (2 weeks): Random map generator&lt;br /&gt;
* Task 6a (1 week): WML Objects (if not integrating with the scenario editor)&lt;br /&gt;
* Running Task: Integration with the Scenario Editor&lt;br /&gt;
* Task 7 (.5 weeks): Getting themes/etc. from the Wesnoth server.&lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
As mentioned before, I am very comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24580</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24580"/>
		<updated>2008-03-25T17:29:08Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with _jbx_ and zookeeper). Of course there will be more things as I go along. The UI toolkit I will use will depend on whether or not it gets integrated with the scenario editor. Right now I'm rooting for wxWidgets, because of its cross-platform friendliness.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste (must confirm with _jbx_)&lt;br /&gt;
** Resize canvas (without copying everything else). &lt;br /&gt;
** Better flip control&lt;br /&gt;
** Full map Screenshots / (export to png) ability&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area\&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now is purely random)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
===UI Mockup===&lt;br /&gt;
I felt that the UI should be something along the lines of GIMP, and as a result, my mockup does bare striking resemblence :D. I've also mashed in some parts of Glade. Overall, I don't think there are any big UI points I'd like to change.&lt;br /&gt;
&lt;br /&gt;
http://picasaweb.google.co.uk/arunchaganty/General/photo#5181720349165510770&lt;br /&gt;
&lt;br /&gt;
The brush set is replaced with tiles. A key ui element missing here is a drop down selector in the brushes tab to change the current palette, from different terrain sets (mainline and custom). The navigator supports a zoom (as does the main map window). The File|Edit|View bar in each map is probably unnecessary. You can toggle between tabs. The missing portion on the lower right is currently free space. I propose that it will contain features for integration with the scenario editor, at which point the layout will be changed quite a bit. &lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it)&lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
As mentioned before, I am very comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24578</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24578"/>
		<updated>2008-03-25T17:01:49Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Other Techincal Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with _jbx_ and zookeeper). Of course there will be more things as I go along. The UI toolkit I will use will depend on whether or not it gets integrated with the scenario editor. Right now I'm rooting for wxWidgets, because of its cross-platform friendliness.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste&lt;br /&gt;
** Resize canvas (without copying everything else)&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area\&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now is purely random)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor &lt;br /&gt;
&lt;br /&gt;
===UI Mockup===&lt;br /&gt;
I felt that the UI should be something along the lines of GIMP, and as a result, my mockup does bare striking resemblence :D. I've also mashed in some parts of Glade. Overall, I don't think there are any big UI points I'd like to change.&lt;br /&gt;
&lt;br /&gt;
http://picasaweb.google.co.uk/arunchaganty/General/photo#5181720349165510770&lt;br /&gt;
&lt;br /&gt;
The brush set is replaced with tiles. A key ui element missing here is a drop down selector in the brushes tab to change the current palette, from different terrain sets (mainline and custom). The navigator supports a zoom (as does the main map window). The File|Edit|View bar in each map is probably unnecessary. You can toggle between tabs. The missing portion on the lower right is currently free space. I propose that it will contain features for integration with the scenario editor, at which point the layout will be changed quite a bit. &lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it)&lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
As mentioned before, I am very comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24576</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24576"/>
		<updated>2008-03-25T16:58:55Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with _jbx_ and zookeeper). Of course there will be more things as I go along. The UI toolkit I will use will depend on whether or not it gets integrated with the scenario editor. Right now I'm rooting for wxWidgets, because of its cross-platform friendliness.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste&lt;br /&gt;
** Resize canvas (without copying everything else)&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area\&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now is purely random)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor &lt;br /&gt;
&lt;br /&gt;
===UI Mockup===&lt;br /&gt;
I felt that the UI should be something along the lines of GIMP, and as a result, my mockup does bare striking resemblence :D. I've also mashed in some parts of Glade. Overall, I don't think there are any big UI points I'd like to change.&lt;br /&gt;
&lt;br /&gt;
http://picasaweb.google.co.uk/arunchaganty/General/photo#5181720349165510770&lt;br /&gt;
&lt;br /&gt;
The brush set is replaced with tiles. A key ui element missing here is a drop down selector in the brushes tab to change the current palette, from different terrain sets (mainline and custom). The navigator supports a zoom (as does the main map window). The File|Edit|View bar in each map is probably unnecessary. You can toggle between tabs. The missing portion on the lower right is currently free space. I propose that it will contain features for integration with the scenario editor, at which point the layout will be changed quite a bit. &lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it)&lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
I'd like to implement this in C++ since i'm most comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24398</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24398"/>
		<updated>2008-03-23T12:58:00Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with _jbx_ and zookeeper). Of course there will be more things as I go along.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste&lt;br /&gt;
** Resize canvas (without copying everything else)&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area\&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now only plain grass)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it)&lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
I'd like to implement this in C++ since i'm most comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24357</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24357"/>
		<updated>2008-03-23T10:06:16Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with __jdk__ and zookeeper). Of course there will be more things as I go along.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste&lt;br /&gt;
** Resize canvas (without copying everything else)&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area\&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now only plain grass)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it) &lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
I'd like to implement this in C++ since i'm most comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24355</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24355"/>
		<updated>2008-03-23T09:55:03Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Arun Tejasvi Chaganty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nicks:&amp;lt;/b&amp;gt; vimzard on irc, forum and wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Email:&amp;lt;/b&amp;gt; arunchaganty [at] gmail.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Applying for:&amp;lt;/b&amp;gt; Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with __jdk__ and zookeeper). Of course there will be more things as I go along.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste&lt;br /&gt;
** Resize canvas (without copying everything else)&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now only plain grass)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it) &lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
I'd like to implement this in C++ since i'm most comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24346</id>
		<title>SummerOfCodeIdeas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24346"/>
		<updated>2008-03-23T07:38:22Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: /* Scenarios/Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of ideas from ML. Needs to be refined (more detailed description, deliverables, workload estimation?):&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Google Summer of Code students, what should I do... ==&lt;br /&gt;
&lt;br /&gt;
Here is a quick list of things to do to get you started&lt;br /&gt;
* Create an account on gna.org&lt;br /&gt;
* Create an account on the wesnoth forum&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself. We will not give formal interviews, but we will clearly favor people we have learnt to know during the selection process&lt;br /&gt;
* Contact one of our SummerOfCode people (Ivanovic, Sirp, Boucman, Mordante) to have your forum nick marked as a Summer of code student&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** List your account names (gna, forum, irc nick) so that we can recognize you&lt;br /&gt;
** Fill the questionnaire on this page: [[SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now.| List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please give milestones and studies you've done&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to go to the [[EasyCoding]] and [[NotSoEasyCoding]] pages and implement one of these ideas (or any idea of similar scope) so we have an idea how you work. Be sure to use your gna account when submitting these patches so we know who it is coming from. You can also implement some features from our feature request database at gna. When you implement something, also list it on your own page with a reference to the patch.&lt;br /&gt;
&lt;br /&gt;
== List of Ideas for the Project (Suggestions from the wesnoth developers) ==&lt;br /&gt;
&lt;br /&gt;
Here is only a short description of possible Ideas we have, each has a page of its own with a more detailed version on it.&lt;br /&gt;
&lt;br /&gt;
=== Writing an AI based on the formula AI ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has always had a simple C++ based AI. David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]&lt;br /&gt;
&lt;br /&gt;
The Wesnoth AI is used as an opponent in most campaigns, and as such is an important piece of code for the Wesnoth project. Unfortunately, because the skills required to understand and modify it are rather arcane, it is also one of the most neglected parts of the Wesnoth code. This is a place where a lot of research and useful work could be done. But keep in mind that [[WhyWritingAWesnothAIIsHard|writing an AI for Wesnoth is difficult]].&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas FormulaAI]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Extending the Multiplayer server ===&lt;br /&gt;
&lt;br /&gt;
Our multiplayer community is generally strong and healthy, but we believe its growth is limited by some problems in the interface of the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Multiplayer server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Scenario/Campaign editor ===&lt;br /&gt;
&lt;br /&gt;
Currently, in order to create campaign or multiplayer scenarios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the creative process easier.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Scenario and Campaign Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Addon server ===&lt;br /&gt;
Wesnoth has an addon server which offers users to upload user &lt;br /&gt;
made content (UMC). This allows all other users of Wesnoth&lt;br /&gt;
to easily download and install this content. The server was &lt;br /&gt;
originally written for user-made campaigns but contains a lot&lt;br /&gt;
more types of addons nowadays. Both the server side and the &lt;br /&gt;
client side need to be improved.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Addon Server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Map editor ===&lt;br /&gt;
The map editor in Wesnoth serves two goals, making it easy to create&lt;br /&gt;
a new map and helping the terrain artists to test their new terrains.&lt;br /&gt;
&lt;br /&gt;
[[SoC_Ideas_Map_Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Other possible ideas to be fleshed out ===&lt;br /&gt;
A MapGenerator rewrite - better scalable for outdoor maps, plus the possibility to define areas (similar to the caverns in the cave generator) etc.&lt;br /&gt;
&lt;br /&gt;
=== Make your own ideas ===&lt;br /&gt;
If you have your own idea the best thing is to join IRC wesnoth-dev at irc.freenode.net and discuss the idea with the developers there. If the developers think your idea is interesting and like the feature you can start to turn it into a full proposal. Once done discuss it again on IRC so the developers can accept your idea.&lt;br /&gt;
&lt;br /&gt;
== Information about our Project ==&lt;br /&gt;
The information we provided google with about our project can be looked up at the site [[SoC Information for Google]].&lt;br /&gt;
&lt;br /&gt;
Also see the [[DeveloperResources]] link (from the [[Project]] page).&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
[[SoC People to bug on IRC]]&lt;br /&gt;
&lt;br /&gt;
== GSoC Student Applicant Ideas == &lt;br /&gt;
&lt;br /&gt;
Every student interested to work on Wesnoth as part of Summer of Code should create a page of his own where several things should be listed. Here is a short list of what should be mentioned on the list (the more info for us, the better...):&lt;br /&gt;
&lt;br /&gt;
* Who are you? Please list your IRC and forum nickname in here and describe yourself so that we get you to know.&lt;br /&gt;
* What do you want to work on? Please flesh out your personal ideas, so that we get to know what you plan to work on.&lt;br /&gt;
* If you already submitted patches, please list those so that we have a reference.&lt;br /&gt;
&lt;br /&gt;
===Formula AI===&lt;br /&gt;
====[[FormulaAIandAdaptation]] (Alesis-Novik) ====&lt;br /&gt;
The new idea and aproach using strategic and inside game knowledge&lt;br /&gt;
&lt;br /&gt;
==== [[FormulaAIandDynamicScripting]] (barbarianhero) ====&lt;br /&gt;
This project idea uses Formula AI and Dynamic Scripting to create a tunable and adaptive AI.&lt;br /&gt;
&lt;br /&gt;
====[[FormulaAIBaseAI]] (Dragonking) ====&lt;br /&gt;
Developing smart and pluggable AI, which would be really easy tweakable by Scenario and Campaign Developers &lt;br /&gt;
&lt;br /&gt;
===Scenarios/Maps===&lt;br /&gt;
====[[ExtensibleScenarioEditor]] (david.hilton) ====&lt;br /&gt;
On a conceptual level, this idea combines a finite state machine editor with a code generator to create scenarios.&lt;br /&gt;
&lt;br /&gt;
====[[EvolutionaryMapEditor]] (xonev) ====&lt;br /&gt;
Under Construction&lt;br /&gt;
&lt;br /&gt;
====[[pyQTScenarioEditor]] (Malle) ====&lt;br /&gt;
That's me!&lt;br /&gt;
&lt;br /&gt;
====[[RujasuScenarioEditor]] (rujasu) ====&lt;br /&gt;
Scenario editor that will coordinate with the look and feel of the Wesnoth game.&lt;br /&gt;
&lt;br /&gt;
====[[RandomCampaignGenerator]] (kartik thakore, refining idea) ====&lt;br /&gt;
Procedural map generation that will hope to give writers better control over the random map generator using an interface.&lt;br /&gt;
&lt;br /&gt;
====[[VimzardMapEditor]] (vimzard) ====&lt;br /&gt;
A better random map generator, some essential features and a tie-in with the Scenario Editor.&lt;br /&gt;
&lt;br /&gt;
===Addon Server===&lt;br /&gt;
====[[AddonServerSocial]] (lao) ====&lt;br /&gt;
Improving addon Server/Client by adding some social content.&lt;br /&gt;
&lt;br /&gt;
====[[AddonServer]] (giebfried) ====&lt;br /&gt;
This project is to improve the server and client sides of the addon server, as suggested above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code|*]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24345</id>
		<title>VimzardMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=VimzardMapEditor&amp;diff=24345"/>
		<updated>2008-03-23T07:36:09Z</updated>

		<summary type="html">&lt;p&gt;Vimzard: New page: ==Introduction== Name: Arun Tejasvi Chaganty Nicks: vimzard on irc, forum and wiki. Email: arunchaganty [at] gmail.com Applying for: Map Editor / Parts of Scenario Editor (i.e. Integration...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Name: Arun Tejasvi Chaganty&lt;br /&gt;
Nicks: vimzard on irc, forum and wiki.&lt;br /&gt;
Email: arunchaganty [at] gmail.com&lt;br /&gt;
Applying for: Map Editor / Parts of Scenario Editor (i.e. Integration of Map Editor with Scenario Editor)&lt;br /&gt;
&lt;br /&gt;
My name is Arun Chaganty. I'm a 1st year Comp. Sci. &amp;amp; Engg. undergraduate at the Indian Institute of Technology, Madras (IITM). I like fiddling with any/everything, be it cracking open a phone or screwing around with mycomp. My motto is: &amp;quot;If it ain't broke, fix it till it is&amp;quot;. Otherwise, I like playing basketball, reading/writing, and I'm currently trying not to suck at the guitar.&lt;br /&gt;
&lt;br /&gt;
I've more or less learnt all that I know about programming from the open source world. By looking through code, I've gained insights in coding practices, techniques and paradigms. There are a lot of things that books and courses can't teach you; you have to look at a real live project to understand code organization, and make sense of OOPS, etc. This has meant a lot to me, and I really want to contribute back to the Open Source Wolrd. That is my prime motive for taking part in GSoC. I believe participating in such a project will encourage me to contribute regularly, and become part of the movement, besides teaching me loads. I really like Wesnoth, and I've been playing it since version 0.9.8 (I'm just stunned by the improvement). When I saw that it was on the GSoC list, I decided to apply for it.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I've chosen the Map Editor because I'd like to make it fully functional. It's the beginning of the chain of making a new scenario, and hence, I feel it's important to get it right. Besides implementing a few features, and revamping it, I would like to work with whoever's doing&lt;br /&gt;
the Scenario Editor to integrate it with that. I've gather the following points from a discussion on the IRC (mainly with __jdk__ and zookeeper). Of course there will be more things as I go along.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Essential&lt;br /&gt;
** Functional copy-paste&lt;br /&gt;
** Resize canvas (without copying everything else)&lt;br /&gt;
*** Support for creating random terrain in the extended area / selected area&lt;br /&gt;
** Support for static WML objects (like trees, campfires, etc.)&lt;br /&gt;
** Support for usermade content : Something like a palette.&lt;br /&gt;
&lt;br /&gt;
* Secondary&lt;br /&gt;
** A more customizable random map generator&lt;br /&gt;
*** Terrain type (right now only plain grass)&lt;br /&gt;
*** Abiltiy to add weights for each player, i.e. give the enemy an advantage/disadvantage&lt;br /&gt;
*** Smart generation of strategic points (like a bridging island or a valley).&lt;br /&gt;
&lt;br /&gt;
* If time permits&lt;br /&gt;
** Integration with the Scenario Editor&lt;br /&gt;
&lt;br /&gt;
=== Vague Timeline ===&lt;br /&gt;
(Working on it) &lt;br /&gt;
&lt;br /&gt;
==Prior Experience==&lt;br /&gt;
I've not had a lot of experience with large-scale projects. However most of what I've done has included creating small proof-of-concept programs using libraries. As a result, I'm comfortable using the following libraries:&lt;br /&gt;
* SDL&lt;br /&gt;
* GL&lt;br /&gt;
* wxWidgets&lt;br /&gt;
&lt;br /&gt;
I'm also familiar with GTK. I've learnt several languages to competence, namely, C/C++, PHP, Java and Python. A list of what I've done till date &lt;br /&gt;
* I've made a simple Pong game (which I tried to extend into a more complex 3D version - I couldnt pursue it much further due to lack of time and academic pressure) using SDL (and GL for the 3D version).&lt;br /&gt;
* A lame computerized version of &amp;quot;Guess-Who&amp;quot; as fan-art(http://www.fluffinbrooklyn.com/fan-art/?p=26). I'm not particularly proud of it because it's badly written code, and because I don't think anyone has actually played it other than me.  &lt;br /&gt;
* I've also was a part of the Project Angela group (http://www.projectangela.org/joomla/), a MMORPG engine. Here, I was able to contribute several ideas to the management of events and objects. However, I had to leave due to certain technical problems when I started my year in college (the freshmen were denied net access for the first semester).&lt;br /&gt;
* I am part of my institute's Web Operations team (managing a student portal, and a cul-fest website).&lt;br /&gt;
&lt;br /&gt;
==Other Techincal Points==&lt;br /&gt;
I'd like to implement this in C++ since i'm most comfortable with C++. Though I have not used the STL to the degree present in BfW, I am able to navigate through the code, and I am confident I will come up to the mark. I have used Python quite a bit, and it's my favorite language as such, although I haven't used it as much as C++. So far I have only used SVN to grab sources, but I am confident that I can learn how to use it quickly.&lt;br /&gt;
&lt;br /&gt;
I have been using Linux for the past 3-4 years almost exclusively, and I am very comfortable with it. After using a number of IDE's I have finally found my home with Vim and GDB.&lt;br /&gt;
&lt;br /&gt;
I follow an incremental development approach. I don't really know what the technical name is, but its the standard 'get something to work', add feature, 'get it to work again', add feature, ... model. I generally try and implement an isolated proof-of-concept prototype before including it into the main project. I've not tried automated testing, but  I am eager to learn.&lt;br /&gt;
&lt;br /&gt;
I'm not a very serious gamer, but when I do game, I prefer RPGs and strategy games (and the occasional FPS if I want to relieve some stress). To me, game play is important to get me caught on, but a good storyline keeps me caught. The magic recipe, IMHO, is to have a gameplay that has lots of variations, with a rich story line. For example a game like Tales of Phantasia (SNES) was 24k pure gold for me because, not only did it have a killer storyline, but it also had lots of mini-games, and the battle mode had lots of changes that were not just cosmetic. Games I put in the same ilk are CronoTrigger and FF5. Lately I've noticed that whenever I look at a game, I look for its technical merits as well.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
Though I am not technically a native English speaker, I have used the language nearly exclusively since birth. I consider myself a fairly good speaker. I write articles for my college newpaper, and I occasionally write poems and prose also. I am a good listener, and I try to humour any new idea, reasoning it out for while rather than rejecting it out-right.&lt;br /&gt;
&lt;br /&gt;
==Other personal info==&lt;br /&gt;
I am awake from 3:30 to 19:30 UTC. Presently I have classes, and hence I am free only from 9:30 to 19:30 on weekdays. During the vacations though, I have made sure that I am free from any other commitments, so that I can take out time however required. I do not mind talking over the phone, or VoIP for that matter - though the latter may have a lot of latency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Vimzard</name></author>
		
	</entry>
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