SDL2.0 is out now and compiles for almost any platform... Wouldn't that be of interest? Combined with a solid testing platform such as cppunit which I've worked quite a lot with it should build a better foundation then the current one.
//Linus On Sun, Dec 15, 2013 at 10:20 AM, Stéphane Magnenat <steph...@magnenat.net>wrote: > Hi Leo, > > > Thanks for sending this email. It hurts me as well to see these bugs > that do not get fixed, and I would love to see glob2 revived! > > > For now, I do not have much money or coding time to devote, but I can: > > * provide some http hosting if necessary (not https unfortunately) > > * provide a "postmorterm" experience about the game development to help > with new design decisions. > > * provide expert knowledge on state-of-the-art path find algorithm in > open space including varying costs and all sort of goodies (even on 2D > manifolds on 3D spaces but probably that is not needed). > > * provide Python software for co-routine-based state machine [1], this > could help a lot with the units state machines. While that code is in > Python, the idea could be reused (see a Scala example here [2]). > > * be available to discuss and test the gameplay. > > * provide/implement maybe some learning for AI once the engine is in > place (see [3] for a great example for Starcraft). > > > I fully agree about targeting Android tablets, but I think that the game > should run on normal computers as well. So technically, I see different > options, I give some pro/cons below: > > * Blender/Python. There is a preliminary port of Blender game engine to > Android [4] with at least one working game [5]: > + very integrated workflow > + great and accessible language (with numpy available for fast math) > + also available on normal computer > - blender game engine does not seem official for Android yet > > * Native Java/Scala + game engine: > + good experience for Android > + Scala is a nice language > - might not be a great experience on computers (but depends on engine) > - Scala might be complex for newcomers > > * Qt5/Javascript > + works well with both computers and Android > + great Qt API > + easy to mix C++ for core algos/Javascript for game design > + I have a CMake-based build chain for that > + Scripting could be switched to Python if needed [6] > + Could reuse part of the existing codebase if necessary > - default Javascript maybe not as suited as Python/Scala > - more things to do by hand > > > So the engine question is open for discussion, but of course the more > important question is what the game should be. This is of course a > question of art/feeling, so I give you some of mine: > > * Keep the same basic game system, but with added dynamics in the world: > - height map world (hence 3D graphics, or mixed 3D map/bitmap units) > - free poses for units (not on a grid) > - dynamic environment, with some rivers, etc. (dams ? :-) ) > - meteo? > > * Rework the gameplay to have more variability in games, I would do this > by enhancing the dynamics of the world, for instance by adding > additional "hidden" maps such as pollution, etc. > > * Listen to players for their wishes :-) > > > On the technical part, here are the main changes I see: > > * use of an easier language than C++ for game logic, we might want to > retain part of the core code in C++, but that depends on the > engine/infrastructure choice. > > * co-routine based unit AI instead of hierarchical state machines, as > the latter was the main reason the engine was so hard to understand, > this is a point I find very important. > > * the network part is open, not clear how the current system would work > on mobile devices, maybe for that we should run the whole game on server > and only stream what is currently "being seen"? This brings the question > on whether the game should be browser based actually. This is an open > question, I am not really convinced of that myself. > > Here are my thoughts of the moment, feel free to comment :-) > > have a nice day, > > Stéphane > > > [1] This was developed based on my glob2 experience: > http://wiki.ros.org/executive_teer > [2] http://jim-mcbeath.blogspot.ch/2010/09/scala-coroutines.html > [3] http://emotion.inrialpes.fr/people/synnaeve/phdthesis/phdthesis.html > [4] http://www.blendernation.com/2012/06/26/blenderplayer-for-android/ > [5] > > http://libregraphicsworld.org/blog/entry/sokoban-garden-android-game-created-with-blender-inkscape-gimp > [6] > > https://ep2013.europython.eu/conference/talks/developing-android-apps-completely-in-python > > -- > Dr Stéphane Magnenat > http://stephane.magnenat.net > > _______________________________________________ > glob2-devel mailing list > glob2-devel@nongnu.org > https://lists.nongnu.org/mailman/listinfo/glob2-devel >
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