Changes between Initial Version and Version 1 of WfgAcademiaInto


Ignore:
Timestamp:
May 14, 2007, 1:32:41 AM (17 years ago)
Author:
Jan Wassenberg
Comment:

--

Legend:

Unmodified
Added
Removed
Modified
  • WfgAcademiaInto

    v1 v1  
     1\author{Jason Bishop \and Jan Wassenberg}
     2
     3Overview/Intro
     4
     5Wildfire Games (WFG) is in the process of developing a freeware game. The name of this project is 0 A.D. (``zero ey-dee"), a historically based Real Time Strategy (RTS) game focusing on the years 500 B.C. to 0 A.D. In short, it is a war/economy strategy game that allows you to recreate or rewrite the ancient history of western civilizations.
     6
     70 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, and none of the participants have or will be compensated financially for the contributions they have made.  The reward for us is the experience we have gained and the pleasure of creating a game RTS enthusiasts like us have been waiting for.
     8
     90 A.D. is built on WFG's Pyrogenesis game engine.  With its modular design and ease of modification, the game itself could be transformed into something entirely different than the development that WFG has done so far.  Whatever you can imagine: pirates, ninjas, and space aliens are always a popular choice.  WFG actually has another development project called The Last Alliance which is a Lord of the Rings-based modification of Pyrogenesis that is a RTS/RPG hybrid.
     10
     11Wildfire Games is now creating a new branch of development.  As students ourselves we are aware that working on interesting projects requires laying untold amounts of foundation code, which can be a daunting task. Therefore WFG would like to offer the source code of our game to professors and students of universities all around the globe as a means of enabling projects for computer labs, coursework, projects, or theses. 
     12
     13Pyrogenesis Features
     14
     15The Pyrogenesis Engine was designed from the ground up by WFG programmers. Its open-ended architecture can accomodate RTS and RPG game types.
     16
     17A brief feature list of the Pyrogenesis Engine follows:
     18
     19SUPPORT
     20- Access to extensive documenation
     21- Well-commented code
     22- WFG developers just an email away
     23
     24TECHNICAL
     25- Language: C++
     26- Scripting Language: Javascript
     27- Data files: XML (with transparent and automatic conversion to binary files)
     28- Rendering: OpenGL with shaders
     29- Libraries used:
     30    OpenAL, OpenGL, Boost, Crypto++, !CxxTest, DevIL, SDL,
     31    !SpiderMonkey, Vorbis, wxWidgets, Xerces
     32- OSes:
     33    * Windows 2000, XP, 2003, XP64, Vista
     34    * Linux
     35    * MacOSX (in progress)
     36- System Requirements:
     37    1 GHz CPU, modern graphics card (GF3 at minimum), 512 MB RAM
     38
     39MODS
     40- Aspects of the game can be tweaked with tools or by modifying XML and Javascript files to totally change the game.
     41- Easily modify content (units, buildings, the tech tree, ..) without touching any C++ code.
     42— Console command panel
     43— The game code is separate from the core engine.
     44- Uses open, standard file formats: COLLADA 3D assets, Zip archives
     45
     46EDITOR
     47— Includes a level editor (Atlas) integrated with the Pyrogenesis engine.
     48— The editor uses the same rendering engine as the game itself.
     49— Deform terrain in real-time and sculpt intricate landscapes quickly and intuitively.
     50— Create a level and try it out in the editor immediately.
     51- Includes an Actor Editor that has a GUI interface to assist in defining the entities visually in the game.
     52- Includes a Random Map Generator and custom scripting languge
     53- A sound tool allows defining sound properties.
     54
     55NETWORK
     56- Peer to peer, no central server
     57- Lockstep simulation
     58(planned: reliable UDP for firewall punchthrough, detection of cheating/OOS)
     59
     60GRAPHICS
     61— OpenGL based rendering engine with shaders
     62— Hierarchal skeletal animation and deformation system based on COLLADA
     63- Fancy animated water with refraction, reflection
     64- Realistic Shadows
     65— Particle effects
     66— Environmental lighting effects (time of day, sunset)
     67— Flexible terrain renderer that uses alpha maps to seamlessly blend terrain
     68
     69AI
     70— A* pathfinding
     71— Designed to support "RTS style" AI (workers, NPCs)
     72
     73TOOLS
     74- Visual Studio, Premake, autobuilder, !CppDoc
     75- COLLADA, DDS Plugins
     76
     77
     78Why?
     79
     80Why 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 (works on Linux and Windows, MacOSX coming soon).
     85- The code and design are fairly well documented (comments, !CppDoc documentation, Wiki,
     86  some full technical reports, reams of forum posts with rationale and discussion).
     87- We willing to go open source.
     88- The project is made up of gamers / people looking to get into the industry;
     89  a good deal of experience in this area has been gained and can be passed on.
     90
     91Licensing
     92
     93For 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).
     94
     95
     96FAQ
     97
     98When can this get started?
     99<<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.>>
     100
     101What is WFG's angle?
     102<<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.>>