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
>
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> glob2-devel mailing list
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>
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