»doc flabby Posted August 26, 2009 Report Posted August 26, 2009 (edited) I know there hasn't been a quantative update in the last few months on the progress of this project. I've come to realise the time spent learning C++ will be substanically less than the time spent trying to recreate or intergrate some existing C/C++ libraries into c# Boring licencing change information The project is also going to cease to be "free". This only effects people planning on using the project commerically, with a turnover of over $250,000, i doubt this be an issue for anyone . It will still be open source, but because of the 3rd party libraries, there will be some alterations to the licencing. This is all pretty techniqual, but basically means you can play for free and edit the source, the only problem comes if you want to sell the game, if can earn $250,000 selling it, the licence fee of $5,000 (for RakNet) shouldn't be a problem I just like to meantion this because some people get very picky about whats "free". I've taken the decision to move the project in a new direction, my previous approach of rewriting everything from scatch, whilst very educational, and has enabled me to grasp a good understanding of both 3d graphics and networking, is not a good way of developing a complex application. I've spent a few months looking at a number of libraries and experimenting. The Graphics & GUI Engine : Irrlicht http://irrlicht.sourceforge.net/ (zlib) Platform: Linux, Max, Windows(and many other platforms) both DirectX and OpenGL.Supports: 3ds, obj, md2 many common formats for models Network Library: RakNet http://www.jenkinssoftware.com/ (non-free lib, am using the INDY licence) RakNet has been developed by a former subspace player (the engine was inspired by the design of subspace) he also developed Galactic Melee (which some of may remember). Its very easy to use, has high performance and has been used in some AAA game releases. Platform: Linux, Mac, Windows and others Physics Engine: Undecided (depending on the "rules" of the arena/zone it may well be custom) Noteable meantion: Wings3d is an easy to learn 3d modeler (i think samp linked me it on an older thread) http://www.wings3d.com/ even i've managed to produce some nice looking spaceships wtih it (well apart from the texturing) Game Concepts-------------The game will incoprotate many different styles of online play into one engine The Matrix, Reboot running Subspace as the OS are my inspiration. I hope to have a multiplayer fully playable demo release with the next few weeks. The demo release will be a multiplayer version of snake and possibly some other classic titles, space invaders may feature I know this project has taken alot of time and gone though alot of phases, but I feel like i'm close to taking it somewhere exciting. Edited August 26, 2009 by doc flabby Quote
Samapico Posted August 26, 2009 Report Posted August 26, 2009 wings3d wasn't me and that's great news, good to see progress Quote
»jabjabjab Posted August 26, 2009 Report Posted August 26, 2009 Gannon8 uses wings3D, maybe he could be some help to this project Quote
»doc flabby Posted August 26, 2009 Author Report Posted August 26, 2009 Gannon8 uses wings3D, maybe he could be some help to this projectCool The engine supports pretty much every 3d modeling program (they should all be able to export to at least one of the formats listed. Currently supported textures file formats: * JPEG File Interchange Format (.jpg, r/w) * Portable Network Graphics (.png, r/w) * Truevision Targa (.tga, r/w) * Windows Bitmap (.bmp, r/w) * Adobe Photoshop (.psd, r) * Zsoft Paintbrush (.pcx, r/w) * Portable Pixmaps (.ppm, r/w) * Quake 2 textures (.wal, r) Currently supported mesh file formats: * Irrlicht scenes (.irr, r/w) * Irrlicht static meshes (.irrmesh, r/w) * 3D Studio meshes (.3ds, r) * B3D files (.b3d, r) * Alias Wavefront Maya (.obj, r/w) * Lightwave Objects (.lwo, r) * COLLADA 1.4 (.xml, .dae, r/w) * Microsoft DirectX (.x, r) (binary & text) * Milkshape (.ms3d, r) * OGRE meshes (.mesh, r) * My3DTools 3 (.my3D, r) * Pulsar LMTools (.lmts, r) * Quake 3 levels (.bsp, r) * Quake 2 models (.md2, r) * Quake 3 models (.md3, r) * DeleD (.dmf, r) * FSRad oct (.oct, r) * Cartography shop 4 (.csm, r) * STL 3D files (.stl, r/w) Quote
»jabjabjab Posted August 26, 2009 Report Posted August 26, 2009 Could .blend be added to the list? (i suck at conversions, but if not I shall find a way! ) Quote
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