Changes between Version 11 and Version 12 of WfgAcademiaInto


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Timestamp:
Jul 9, 2009, 7:38:55 PM (15 years ago)
Author:
Jason
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  • WfgAcademiaInto

    v11 v12  
    1 {{{
    2 Jason Bishop Jan Wassenberg
     1== Introduction ==
     2Wildfire Games (WFG) is a group of hobbyist game developers in the process of producing a freeware real-time strategy (RTS) game. The name of this project is 0 A.D. (zero ey-dee"). In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of western civilizations, focusing on the years between 500 B.C. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D graphics, detailed artwork, sound, and a flexible and powerful custom-built game engine.
    33
    4 == Introduction ==
     4That game engine is called Pyrogenesis and it is specifically designed for flexibility and ease of modification. Game logic, artwork, and data can easily be changed through data files. The engine itself is modual in design to provide maximal flexibility while still remaining efficient. Pyrogenesis therefore provides a solid platform on which to work on individual features of RTS games, and can be used to create a completely different game from 0 A.D.'s design.
    55
    6 Wildfire Games (WFG) is a group of hobbyist game developers in the process of producing a freeware real-time strategy (RTS) game. The name of this project is 0 A.D. (``zero ey-dee"). In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of western civilizations, focusing on the years between 500 B.C. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D graphics, detailed artwork, sound, and a flexible and powerful custom-built game engine.
    7 
    8 That game engine is called Pyrogenesis and it is specifically designed for flexibility and ease of modification. Game logic, artwork, and data can easily be changed through data files. The engine itself is modual in design to provide maximal flexibility while still remaining efficient. Pyrogenesis therefore provides a solid platform on which to work on individual features of RTS games, and can be used to create a completely different game from 0 A.D.'s design.  Wildfire Games is actually developing a second project in parallel based on the Pyrogenesis engine - a Lord of the Rings-based game called The Last Alliance.
    9 
    10 0 A.D. has been in development for five years. The team members are largely students and game development hobbyists. The game has always been intended to be released as freeware and available to all.  None of the participants have been or will be compensated financially for the contributions they have made. The reward for those that have contributed is as varied as: the ever elusive experience gained by working on a large scale group projects, to simply the pleasure of creating an RTS game they have always wanted to play.
    11 
    12 Now here is what may interest you.  Wildfire Games is now creating a new branch of development. As many of our members are students, we are aware that working on interesting problems in an academic setting is often difficult due to lack of access to a complete real-world system. Therefore, Wildfire Games would like to offer the source code of 0 A.D. to universities under an open-source license, as a means of enabling coursework, theses and research based on problems in game development. What Wildfire Games gains in return is contributions of students and researchers that are experts in their fields.
     60 A.D. has been in development since 2001. The team members are largely students and game development hobbyists. The game has always been intended to be released as freeware and available to all. None of the participants have been or will be compensated financially for the contributions they have made. The reward for those that have contributed is as varied as: the ever elusive experience gained by working on a large scale group projects, to simply the pleasure of creating an RTS game they have always wanted to play.
    137
    148== Pyrogenesis Features ==
    15 
    16 The Pyrogenesis Engine was built from the ground up by WFG programmers. Its open-ended architecture can accommodate real-time strategy (RTS) and third-person role-playing game (RPG) game types.
     9The Pyrogenesis Engine was built from the ground up by WFG programmers. Its open-ended architecture can accommodate real-time strategy (RTS) and third-person role-playing game (RPG) game types.
    1710
    1811A brief feature list of the Pyrogenesis Engine follows:
    1912
    20 TECHNICAL
    21 - Engine Language: C++
    22 - Scripting Language: Javascript
    23 - Data files: XML (with transparent and automatic conversion to binary files)
    24 - Rendering: OpenGL with shaders
    25 - Libraries used:
    26     OpenAL, OpenGL, Boost, Crypto++, !CxxTest, DevIL, SDL,
    27     !SpiderMonkey, Vorbis, wxWidgets, Xerces
    28 - Operating Systems:
    29     * Windows 2000, XP, 2003, XP64, Vista
    30     * Linux
    31     * MacOSX
    32 - System Requirements:
    33     1 GHz CPU, modern graphics card (GeForce 3 at minimum), 512 MB RAM
    34 - Tools used:
    35     - Visual Studio, g++, !CppDoc, COLLADA
    36 - Debuging and Profiling tools included
     13=== TECHNICAL ===
     14 * Engine Language: C++
     15 * Scripting Language: Javascript
     16 * Data files: XML (with transparent and automatic conversion to binary files)
     17 * Rendering: OpenGL with shaders
     18 * Libraries used: OpenAL, OpenGL, Boost, Crypto++, !CxxTest, DevIL, SDL, !SpiderMonkey, Vorbis, wxWidgets, Xerces
     19 * Operating Systems:
     20   * Windows 2000, XP, 2003, XP64, Vista
     21   * Linux
     22   * MacOSX
     23 * System Requirements: 1 GHz CPU, modern graphics card (GeForce 3 at minimum), 512 MB RAM
     24 * Tools used: Visual Studio, g++, !CppDoc, COLLADA, Debuging and Profiling tools included
    3725
    38 GRAPHICS
    39 - OpenGL-based rendering engine with shaders
    40 - Hierarchal skeletal animation and deformation system based on COLLADA
    41 - Fancy animated water with refraction, reflection
    42 - Realistic Shadows
    43 - Particle effects
    44 - Environmental lighting effects (time of day, sunset)
    45 - Flexible terrain renderer that uses alpha maps to seamlessly blend terrain
    46 - Script based Graphical User Interface
     26=== GRAPHICS ===
     27 * OpenGL-based rendering engine with shaders
     28 * Hierarchal skeletal animation and deformation system based on COLLADA
     29 * Fancy animated water with refraction, reflection
     30 * Realistic Shadows
     31 * Particle effects
     32 * Environmental lighting effects (time of day, sunset)
     33 * Flexible terrain renderer that uses alpha maps to seamlessly blend terrain
     34 * Script based Graphical User Interface
    4735
    48 AI
    49 - A* pathfinding
    50 - Designed to support "RTS style" AI
     36=== AI ===
     37 * A* pathfinding
     38 * Designed to support "RTS style" AI
    5139
    52 MULTIPLAYER NETWORKING
    53 - Peer to peer, no central server
    54 - Lockstep simulation
    55 (planned: reliable UDP for firewall punchthrough, detection of cheating/OOS)
     40=== MULTIPLAYER NETWORKING ===
     41 * Peer to peer, no central server
     42 * Lockstep simulation
     43 * (planned: reliable UDP for firewall punchthrough, detection of cheating/OOS)
    5644
    57 LEVEL EDITOR
    58 - Includes a level editor (Atlas) integrated with the Pyrogenesis engine.
    59 - The editor uses the same rendering engine as the game itself.
    60 - Deform terrain in real-time and sculpt intricate landscapes quickly and intuitively.
    61 - Create a level and try it out in the editor immediately.
    62 - Includes an Actor Editor that has a GUI interface to assist in defining the entities visually in the game.
    63 - Includes a Random Map Generator and custom scripting languge
    64 - A sound tool allows defining sound properties.
     45=== LEVEL EDITOR ===
     46 * Includes a level editor (Atlas) integrated with the Pyrogenesis engine.
     47 * The editor uses the same rendering engine as the game itself.
     48 * Deform terrain in real-time and sculpt intricate landscapes quickly and intuitively.
     49 * Create a level and try it out in the editor immediately.
     50 * Includes an Actor Editor that has a GUI interface to assist in defining the entities visually in the game.
     51 * Includes a Random Map Generator and custom scripting languge
     52 * A sound tool allows defining sound properties.
    6553
    66 MODS
    67 - Aspects of the game can be tweaked with tools or by modifying XML and Javascript files to totally change the game.
    68 - Easily modify content (units, buildings, the tech tree, ..) without touching any C++ code.
    69 - Console command panel
    70 - The game code is separate from the core engine.
    71 - Uses open, standard file formats: COLLADA 3D assets, Zip archives
     54=== MODS ===
     55 * Aspects of the game can be tweaked with tools or by modifying XML and Javascript files to totally change the game.
     56 * Easily modify content (units, buildings, the tech tree, ..) without touching any C++ code.
     57 * Console command panel
     58 * The game code is separate from the core engine.
     59 * Uses open, standard file formats: COLLADA 3D assets, Zip archives
    7260
    73 SUPPORT
    74 - Access to extensive documenation
    75 - Well-commented code
    76 - WFG developers just an email away
     61=== SUPPORT ===
     62 * Access to extensive documenation
     63 * Well-commented code
     64 * WFG developers just an email away
    7765
    7866== Why? ==
     67Why should you as a developer, hobbiest, student or a professor be interested in using Pyrogenesis?
    7968
    80 Why should you as a student or a professor be interested in using Pyrogenesis?
    81 
    82 - The game itself is visually attractive as delivered. Instead of the all too frequent ``programmer's art", you have quality artwork at your fingertips that allows showing your project in its best light.
    83 - WFG has taken great pains to emphasize history through out development stressing authenticity and accuracy; always remembering the educational opportunity we have in games.
    84 - The software is portable (running on Linux, Windows, and MacOSX).
    85 - The code and design are well documented (comments, !CppDoc documentation, Wiki, some full technical reports, reams of forum posts with rationale and discussion).
    86 - We are willing to go open source.
    87 - The project is made up of gamers / people looking to get into the industry; a good deal of experience in this area has been gained and can be passed on.
    88 - One of our goals is that this project will gain some traction with the public as development progresses.  You as a student or a education program would be able to point to a well recognized development project that has a tangable release of software.
    89 - Templates to assist in creation of art assets (textures, meshes) will be provided.
    90 - Various tutorials and guides will be available for ease of iniation.
    91 
    92 Why would we as a game development project be interested in offering our work to Academia?
    93 
    94 - Aid to help us reach the finish line to completion of the 0 A.D. development project.  What Wildfire Games will do is provide an up to date list of tasks and jobs that required tasks to reach milestones in development.  Suppose a student found one of those tasks to be a subject that would be interesting to complete course work and they completed that task, they would then under the GPL license release that contribution.  Wildfire Games would then review the code and if it meets the requirements then incoorperate it into the official build of the game.  Of course, students are free to do a project radically different than the Wildfire Games suggests.  We would just not be able to offer exposure by including it in the official game release.   
    95 - Students are very creative and origional with a fresh perspective, uncluttered by by the "this is the way we do it and have always done it" mentality one may find in the work environments.
    96 - Assist students and professors by providing an affordable (free) game engine for coursework.  Free is something we have always stressed throughout development.
    97 - <add more>
     69 * The game itself is visually attractive as delivered. Instead of the all too frequent "programmer's art", you have quality artwork at your fingertips that allows showing your project in its best light.
     70 * WFG has taken great pains to emphasize history through out development stressing authenticity and accuracy; always remembering the educational opportunity we have in games.
     71 * The software is portable (running on Linux, Windows, and MacOSX).
     72 * The code and design are well documented (comments, !CppDoc documentation, Wiki, some full technical reports, reams of forum posts with rationale and discussion).
     73 * The project is made up of gamers / people looking to get into the industry; a good deal of experience in this area has been gained and can be passed on.
     74 * One of our goals is that this project will gain some traction with the public as development progresses. You as a contributor would be able to point to a well recognized development project that has a tangable release of software.
     75 * Templates to assist in creation of art assets (textures, meshes) will be provided.
     76 * Various tutorials and guides will be available for ease of initiation.
    9877
    9978== Licensing ==
    100 
    10179For the source code, we suggest a common open-source license such as the GPL. The artwork would be made available for academic and non-commercial use (this is to prevent unscrupulous people from selling the finished product).
    10280
    10381The GPL is oft misunderstood, so a brief summary follows.
     82
    10483You are allowed to access and use source code placed under GPL after you accept the GPL license. No restrictions or obligations are placed on you, with one exception: As soon as you make a binary release of a program containing GPL-ed code, you must thereafter license all of the code constituting it under the GPL.
     84
    10585As a concrete example, three use-cases are discussed.
    10686
     
    11292
    11393== FAQ ==
    114 
    115 When can this get started?
    116 We need to make arrangements for efficiently distributing the data files and would like to finish the second revision of the network code. However, we are in principle available for collaborative work starting now.
    117 
    118 What is WFG's angle?
    119 Two of our programmers have had the pleasure of being able to work on parts of 0 A.D. within the scope of a course project. This yielded attractive results because the new work could be shown in the context of a full game and also advanced the project's development. Having seen the success of this approach, we would like to extend the same chance to interested students and hopefully integrate new developments into the public version of the game.
    120 
    121 What is to stop us from taking the game and selling it?
    122 We have already been offered <blah blah> and refused <blah blah>
    123 
    124 }}}
     94When can this get started? [http://trac.wildfiregames.com/wiki/GettingStarted Now!]