Showing posts with label jme. Show all posts
Showing posts with label jme. Show all posts

Friday, August 29, 2008

Sandbox becoming free, more free hardware: aurora

Levelhead

I don't really know yet how to play Levelhead, but it has GPL-ed code and CC-BY-SA-ed art assets. This means it's good, right? Right? Well, I'll try to find out whether or not you can play it without having to cut a LCD display in mouth-sized pieces first.



Sandbox co-operative map editing

There's news regarding Sandbox, the child-friendly Sauerbraten-based 3D game/engine/editor. A completely freely licensed version is in the works. (Code and media.) So, hopefully we'll have a release soon, which will be includable in Debian for example. I'm very interested in this project, as it's obvious aim is to make content/game-creation a child's play!



MonkeyWorld 3D

MonkeyWorld 3D is a BSD Licensed scene editor for the jMonkeyEngine which I found through a thread on Radakan's forums.



Radakan's WorldTool is currently frozen as the energy is now aimed towards the general MonkeyWorld 3D editor. Maybe even jClassicRPG will benefit from it. :)



Speaking of Radakan: There's some tasty new gui design and concept art going on.



aurora: not only sexy but also with free inner values

Cool, I searched for "open source" on flickr and found a new toy: The aurora open source mixer. It's specifications and driver appear to be CC-BY-licensed. I'm not sure if the license is well suitable for hardware, but it does make the device attractive. I wonder if I can get enough motivation to get my soldering iron out. A GNU/Linux driver seems to be missing.

Monday, April 7, 2008

Radakan is pretty

Radakan's devs have decided to use the jME aka jMonkeyEngine, just like JCRPG does! Neat! I admit that I was expecting the project to evaporate, it just had too pretty a website and some team member was very concerned with picking the right wiki and installing a flash audio player on the site, while there was nothing of the game in sight. (I also was afraid the team would come up with some idea like "Hey, let's make our own 3D engine! Right?")


I'm glad I seem to be wrong, the first tech demo video has been uploaded. (I'm not sure if that's not just some engine-bundled terrain and model, but even if it is, what the hell! They're grappling with it! Enough proof of interest and engagement for me!) I just hope they won't let the plans for game story get in the development's way. But I might be wrong worrying about that - Radakan is a "single-player sandbox 3D RPG". Sounds like something that is free of the bug feature "storyline" and like something one can have fun with, without touching any code. Yay for spawning 1k melons mid-air and abusing rag doll physics!





La Croix Pan, some game made with AGS

I tried to find an open source 2D adventure game engine and also was given some recommendation in the last post's comments. Wintermute Engine (WME) and Adventure Game Studio (AGS) caught my attention, both are closed-source freeware. What surprised me, was that AGS has been ported to Linux and MacOSX! Thanks to .Net and Mono (the open source .Net implementation) I suppose.



SceneEdit, one of WME's tools

I visited WME's IRC channel and asked Mnemonic (the only developer, since the beginning of the project) about his views on open sourcing the engine. He said approximately "not now and not anytime soon". These are his reasons: Leading an open source project means stress, because people whine about your code. It requires work, because the code has to be put in a readable state for others. It requires even more work, because submitted patches have to be tested, to make sure that they don't 'feature' new bugs.


"Simply dumping the source on SF.net" was right out, a decision which seems logical. After all, why should you make a project open-source, if you're not able to manage foreign development to take place in it? But on the other hand: If one has not enough time for maintaining an open project, maybe "dumping" the code isn't so bad a thing? In the end it shouldn't do any harm to the project and if someone decides to fork it, it can only be good for the gene pool.


I haven't talked to anyone in the AGS team. I hope I'll get round to catching up on that.


Update: (thanks to the comments) There is only a client, no editor of AGS for linux. Also there is Adventure Game Goddess, something about being an open source adventure game engine. I don't know, read it yourself ;).

Tuesday, July 17, 2007

Last Remaining Air Carrier

Last Remaining


Last Remaining is a 3D FPS RPG in the same vein as Deus Ex. The idea is to have an engrossing storyline where the player must take whatever action is necessary to get to the bottom of the mystery. The game is written in Java with JMonkeyEngine and first version was uploaded yesterday. Intriguing and definitely one to watch. :-)



The author is the same guy behind Passenger and Nuclear Graveyard, and has a devblog on his various game programming endeavours.



A previous release of Nuclear Graveyard had managed to become corrupted when uploaded, a fact which - much to the author's dismay - nobody reported for nearly 2 months despite over 100 downloads. Anyway, if you were one of those people who downloaded the game and (benefit of the doubt) was unable to get it working then now would be a good time to try again!



He is also moving Passenger from JOGL to jMonkeyEngine (which uses JOGL) which should make subsequent development of the game easier. Anybody who things Java is slow and rubbish for games may want to check out the jME showcase page.



Air Carrier


It turns out that at least one of the games on that showcase page is open source! Air Carrier looks like a splendid 3D aerial combat game. It aims to support single and multiplayer, with gameplay based around plane to plane dogfighting, and strategic use of airborne carriers.



Another notable open source project using jME is Java Classic RPG - the development of which is continuing at a nice pace.



All of these games mentioned today should support all major operating systems (at least Lin, Mac, Win plus anything else supported by JOGL) as they are written in Java - and Java is portable, right? ;-)



There is another good article over at Liberty Gaming that discusses stratagies for expanding Free gaming. He mentions Project Open which I need to really follow through on. Also I hope FG and the FG forums somewhat contribute towards making open source games more accessible, that's the intention anyhow.



I did have something else to mention but I'll save it for tomorrow.