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About jorrit

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  1. Hi all, I'd like to announce the very first release of AresEd. Before getting too excited however I'd like to warn everyone that this is still an alpha release. It is far from a finished product and there are many known (and very likely unknown) bugs. It is also not feature complete. Now what is it? AresEd is a 3D game creation kit based on Crystal Space and CEL (http://www.crystalspace3d.org). It is Open Source (MIT license) and 100% free software. With AresEd it will be possible to make full working 3D games without any coding. All from within the AresEd visual editor. AresEd is *not* a modeller however. Before you can use AresEd you still have to use Blender (for example) to make your 3D models. AresEd can import these models and allows the game designer to place them in the world and additionally the game designer can define game logic. Game logic is defined using state machines (the CEL quest concept) and the CEL message system. Objects in the world can be associated to 'entities' and entities can react to messages and in return send out other messages. With associated quests (state machines) you can 'program' the entity to behave different depending on various situations. In future versions of AresEd it will also be possible to attach python scripts to entities for more advanced game logic possibilities but the intention is that as much as possible can be done using the graphical quest editor. As I said earlier, AresEd is not complete. Here is a list of a few major features that are still lacking: There is as of yet no support for sound. The actor system is not really powerful yet. For now AresEd is mostly useful for single player/first person view games. The physics actor is not usable right now for real games as it gets stuck and unstable very easily. It is mainly included for demonstrations purposes and it needs a lot more work. Note that the simple collision detection based actor works much better and is suitable for small games. The latest Google Summer of Code brought a new Bullet based physics plugin in Crystal Space and this one includes a nice physics based actor. Next version of AresEd will use that one. Support for the CEL AI system and pathfinding. Here is the list of known issues: http://code.google.c...res/issues/list But other than that it is actually possible to make simple games using AresEd. Included with this release there are five examples. Of these 'mysterygame' is the most game-like example. It includes a puzzle that you have to solve before a gate can be fully opened. In addition to AresEd this package also includes a game player called Ares. While you can play your game directly from within AresEd, if you want to distribute your game it will be easier to do that with Ares instead. The Ares project page can be found here: http://code.google.com/p/ares/ You can also download Windows and Linux binaries from there. The linux binary is temporary. It was built on a 64-bit kubuntu and as such might not be usable on other distributions. In the near future we will provide more compatible binaries. In the mean time it might be easier to compile Ares from Source. You can find instructions on how to Build Ares here: http://code.google.c...ki/AresBuilding After installation there are two executables: AresEd and Ares. Pressing 'F1' in AresEd will bring up online help. Please let me know if you find any issues (that are not already listed in the list of issues above). Also if you have questions on how to use AresEd then feel free to ask me. I'd like to stress that AresEd is in heavy development. This is an early version and it is likely that a lot will change in the future still. Additionally I'm looking for people who want to help develop on AresEd. I think it is a very interesting project and there is lots of opportunity for other people to help with development. Greetings,
  2. Hi all, AresEd is a project that I'm working on. It is a game creation kit based on Crystal Space (which is also my project). You can find more information at: http://code.google.com/p/ares/ The video blog demonstrating how it works can be found on youtube (next link). View it in HD. Note that the framerate of the video is choppy but in reality it goes very smooth. Also I don't have a good microphone :-) [media][/media] All these projects are Open Source. Greetings and enjoy!
  3. For those who don't know yet. Apricot is another Open Project starting… this time it’s a game, the Blender ( www.blender.org ) and Crystal Space ( www.crystalspace3d.org ) communities joining forces to realize an awesome and industry standard 3D game experience! The plan is to have 6 people for 6 months in Amsterdam working full time on a game. The complete game sources and binaries (for GNU/Linux, Windows, and MacOS/X), artwork, tutorials, documentaries will be made available as a download and as a DVD (more on that below). Everything will be published under the Creative Commons license so you will be able to use the art work and code in your own game. This project has several goals: * Test and enhance the game pipeline using Blender and Crystal Space. * Extend Blender and Crystal Space to make this possible. * Provide tutorials and documentation for people who want to make their own games. * Have a nice and playable game that will look as if it came out of a commercial game company. Some of the enhancements in Crystal Space that we are planning for Apricot are: * New advanced character animation system with support for animation blending and more. * New renderer system with support for advanced features that require render to texture and better lighting techniques (dynamic shadows). * Improved physics plugin (using Bullet). * Imposters and tree generator. To make all of this possible we need your support! We need money to pay those six developers for six months. They need a regular supply of pizza's and coffee and they need to sleep somewhere. Please pre-order the DVD at this link: pre-order Apricot DVD. In doing so you ensure that we can really keep this project alive for the full six months. Why is this important for you? If you are already a Crystal Space user then this project will make sure Crystal Space gets better and you'll get more documentation and tutorials. If you are not yet a Crystal Space user but you are interested in making a game (Open Source or not) then Apricot will prepare the road for you. It will enable the creation of tools and enhance Blender and Crystal Space so that you will have an easier time creating such a game. And of course, we will try to make the game as fun as possible. You can get more information about Apricot at this url: http://apricot.blender.org. Thanks a lot for your support!
  4. As a follow-up to the successful project Orange's "Elephants Dream", the Blender Foundation will initiate another open movie project. Again a couple of the best 3D artists and developers in the Blender community will be invited to come together to work in Amsterdam on completing a short 3D animation movie. More about project Peach here: Project Peach. As a second open project, the Blender Foundation and Crystal Space community are going to cooperate on organizing an Open Game. This will become possible thanks to the support by the NLGD Conference, the "Nederlandse Game Dagen", the annual conference for the Netherlands game industry. More about project Apricot here: Project Apricot. And here the full news announcement: Full News. Greetings,
  5. The deadline for the Crystal Space conference registration is 15 June! This conference is about Crystal Space (www.crystalspace3d.org). This is an Open Source 3D Engine for GNU/Linux, Windows, and MacOS/X. Some highlights are: * 10 Euro registration fee. For that you get a free t-shirt and some free meal(s). * Conference is 14-15 July in Aachen (Germany). * We have a user and a developers track. User track will be presentations and demos of projects done with Crystal Space. The developers track will talk about future developments in Crystal Space. Here you can find more information about the conference and also how to register: Conference 2007 Page. Greetings and hope to see you there!
  6. Hi all, I'd like to announce CrystalSquared. We are a group of people who want to give commercial support for the Open Source Crystal Space 3D Engine. This support can involve things like: * Help debugging bigger problems and bugs. * Help with setting up your game project using Crystal Space and CEL. * Custom development for your game. * Custom development in Crystal Space itself. * And more... In addition I'm also willing to do smaller programming projects unrelated to Crystal Space. I am very experienced with C++, 3D graphics, XML, ... I can work on Linux and Windows. I'm also experienced with OpenGL and other api's. For Crystal Space related support send a mail with a description of your problem or request to info@crystalsquared.com. For other questions and support requests (unrelated to Crystal Space) send an email to jorrit.tyberghein@gmail.com. Thanks, [Edited by - jorrit on June 5, 2007 6:42:43 AM]
  7. jorrit

    Crystal Space 1.0rc1 Released!

    Quote:Original post by 23yrold3yrold And speaking of announcements, shouldn't this be in Your Announcements anyway? Well I posted it in the 'Alternative Game Libraries' forum since Crystal Space is an alternative game library. Greetings,
  8. Here is the first candidate release for Crystal Space and Crystal Entity Layer 1.0 (1.0rc1). Crystal Space can be found at http://www.crystalspace3d.org Crystal Space is an Open Source and portable 3D engine framework which runs on GNU/Linux, Windows, and MacOS/X and is written in C++. Here is a list of some of the most important features: - Support for OpenGL rendering with CG and ARB shaders (both vertex and fragment shaders). Some standard shader features that are included are specular, parallax, bumpmapping, glow, ... - Support for lightmaps or hardware based lighting and shadows. - Powerful terrain engine with support for dynamic LOD, material blending, and scattering. - Skeletal animation system using the CAL3D library or with built-in system. - Physics using ODE library. - 3D sound system. - Scripting system with support for Python, Perl, and Java. You can access the full Crystal Space API from those languages. - Powerful plugin system allowing you to make your own extensions to Crystal Space. - Optional visibility culling system based on coverage maps. - Optionally you can use portals to subdivide your maps. Portals can also 'warp space'. By using this trick you can (for example) make mirrors. - Optional software renderer. - Built-in window system based on CEGUI. - Very good support for Blender through the Blender2crystal exporter plugin: http://b2cs.delcorp.org - Good support for 3dsMax. - Lots of other features like procedural textures, font system, various image loaders (jpg, png, mng, tga, ...), XML format, virtual file system, input/output console, ... Crystal Entity Layer is an Open Source 3D game framework which sits on top of Crystal Space and adds the notion of 'game entities' or 'game objects'. Here is a list of some of the most important features: - Support for dynamic entities with property classes that you can add and remove on the fly. That means the characteristics of an entity can change at runtime at any time you want. - First/third person camera with smooth transitions. - Zone manager to load/unload parts of the world as the player moves. - Quest manager to handle story elements in the game. Quests can be big story elements (like player has to get item X from some NPC and then has to put that item in some magic chest after which some door will magically open) but also smaller things (like push a button to open a door). - Very good support for Python scripting. - CEL can be driven totally with XML. There is an XML scripting language and all features (entities, property classes, ...) can be controlled from within XML files. You can write a full 3D game using only XML. - Various other things like projectiles, timers, spawn points, area triggers, physics, movement system, property system, sound, damage system, ... Based on Crystal Space and Crystal Entity Layer there is also the CelStart project (http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=CelStart) which is a scripting game environment. In this environment you can easily make games using only XML or Python scripting. There is no need for even a C++ compiler as this is a binary release. The 1.0rc1 release of Crystal Space and Crystal Entity Layer is not the full 1.0 release yet. This is a release candidate. That means we are fairly confident it is working fine (we tested it a lot) but we would appreciate your input in case things do go wrong (see the url for reporting bugs below). You can download the source of Crystal Space and Crystal Entity Layer at the following location (when the full 1.0 is released we will also make binary SDK packages available): http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=DownloadStable If you have a problem with Crystal Space or Crystal Entity Layer you can do one of the following: - Report the bug at: http://trac.crystalspace3d.org/trac/CS/newticket (for CS) or http://trac.crystalspace3d.org/trac/cel/newticket (for CEL). - Post a message on the forums at: http://community.crystalspace3d.org/forum/index.php - Ask a question on the IRC channel #CrystalSpace (on the irc.freenode.net network) - Post a message on the mailing lists at: http://sourceforge.net/mail/?group_id=649
  9. Quote:Original post by GamerSg I was just wondering since it appears to me that both GCC/MingW dont have a dynamic CRT/CPRT. So how do applications which use dynamic linked libraries(dll/so) work in Linux/Win32(MingW)? Wont they each be having their own heap which could cause problems? Does this mean that is is impossible to new a variable in a DLL and delete it in an exe or vice-versa? Will it affect the porting of my applications created in MSVC? In general you should never assume that different DLL's share the same heap. i.e. doing 'new' in one DLL and then 'delete' in another is always a bad idea. It is platform and compiler dependend. One way to solve this is to make sure the memory management of some object is always done in the same module. Ref counting can help with this (this is how we solve it in Crystal Space). Greetings,
  10. jorrit

    performance 3d engine

    Quote:Original post by leoptimus Crystal is pretty too, but is too big enough, and I've found it slower. Has a lot of features, but its performance is poor compared with other libraries. Then probably something went wrong when setting up Crystal Space. Many people tell me that they find Crystal Space to be faster then comparable engines most of the time. Exactly what setup do you have and what problem did you encounter with performance? Greetings, -- Project manager of Crystal Space ( http://www.crystalspace3d.org ) and Crystal Entity Layer ( http://cel.crystalspace3d.org ). Support the Free Crystal Space 3D Engine! Donate at https://sourceforge.net/donate/index.php?group_id=649
  11. Quote:Original post by JiffWan Like subject .Generally , How to generate "Sectors" for portal engine?By hand ?automatic generated? Generating 'good' sectors automatically is a hard problem. I think most portal engines will require you to hand-edit the sectors. Greetings,
  12. Crystal Space is a portable Open Source 3D engine which lots of features. It fully supports OpenGL and uses various OpenGL features like stencil shadows, vertex and fragment shaders (shaders through ARB extensions and CG), and others. The latest stable release (0.98r004) is getting old. More and more I have to tell people to use the latest CVS because bugs have been fixed there and CVS is simply a lot better. On the other hand many people are afraid of the instability and indeed from time to time the CVS version doesn't compile or work properly. So normally it would be time for another release. The next stable release is supposed to be 1.0 but we are not ready for 1.0 yet. A lot more work has to be done still. So we decided to have more regular intermediate pseudo-stable releases. These pseudo-stable versions are not as well tested as the real stable release but we are pretty confident that they are okay and most things are working properly. To download the latest pseudo-stable release of Crystal Space and CEL you can go to this page: Crystal Space Download Location. Greetings,
  13. jorrit

    2 questions on pointers/refs

    Quote:Original post by dcuk 1) why do you need to for example have a data member on the heap, when you can assign a pointer to a class ie in a class: private: int * itsAge; all the other functiosn aren't allocated to heap however, but can't you just assign a pointer to class with similar results like Rect * pRect = new Rect(); whats the point/difference to it is probably what im saying, is causing some confusion. 2nd Question, is more confirmation of understanding but when using a function to return a reference ie: int &function(....) this is because you DON'T want to make any copies yea? thanks all, when i undertsnad this i think the hardest part is over...(hopefully) I don't understand your first question at all but as to your second question there are a few reasons why you would return a reference. The first reason is indeed to avoid a copy of the object but another reason can also be if you want to modify the object. For example, with references you can do things like this: int& GetSomething () { return a; } and then later: GetSomething () = 5; That will assign 5 to the 'a' variable. Greetings,
  14. jorrit

    C++ Source?

    Quote:Original post by Mephisto Well you can also look at: Cat Mother Irrlicht Engine OGRE And Crystal Space which is also written in C++. Greetings,
  15. Quote:Original post by ehsan2004 Hi i and my friends have started to write a game. Now we want to load some models with their keyframes. We have downloaded some sample codes that load the 3ds objects. but as an example lib3ds hasn't a good documentation and other samples don't load keyframes. So are there any good libraries that load the 3d objects with their keyframes? -Ehsan- Crystal Space can load keyframed 3ds objects. http://www.crystalspace3d.org Greetings,
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