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igame3d
2007.04.01, 04:21 AM
iGame3D Year 5 Review:
2001 Tobi Enters GLThrill into uDevGames
2002 iGame3D Enters Antack into uDevGames
2003 iGame3D Pro 1b0623 released more "proof of concept" then beta
2004 iGame3D Wins a first place prize for Dead Days in uDevGames
Alisa beta tests Midnight Mansion for hours, iGame3D gets testing credit.
2005 iGame3D Wins First place for Dawn of the Derby in 21 Days Later

September 2005
The iGame3D UI was about 90% from beta.
Custom T3DScript language is replaced by Lua.
All iGame3D Pro External functions and commands given a sensible naming convention.
iGame3D UI starts from scratch-ish.
Tobi goes to college.

2006
All my hacked around with Runrev and T3DScript solutions
replaced by engine accomodations.
New IGame3D UI is about 50% from beta, maybe.
Work begins on iFly3D
Bill goes to college
Alisa "at igame3d.com" Griffin starts kindergarten and is moved to second grade

2007
Team iGame3D are in college or online elementary school
AC3D and Blender Export of WTF Model format has been established.
OneSadCookie becomes a father on Alisa's sixth birthday
iGame3D source code is going open

We started to work with adapting the engine to wxLua.
So thats the next phase.

What would you do?

igame3d
2007.04.02, 02:07 AM
You expected thanks for all your help right?
I can't start listing names without leaving someone out.

Dan just made the Blender export so if you use Blender thank him for trying.

I'll be showing this off at Sony Online Denver tomorrow
during the Colorado Game Developers meeting.

Another day in life of a game developer...

igame3d
2007.04.18, 03:41 PM
Pictures and coverage of recent visit to
Sony Online Entertainment Denver with the Colorado Game Developers Association (http://www.coloradogamedev.org/)

Naturally I'm not in any of the pictures because
I was the all seeing eye for the CDGA that night.

People clapped and cheered when I was done giving my
open source iGame3D announcement.
That was unexpected and unforgettable.

This month, we started posting our intern search, (http://www.igame3d.com/wordpress/?page_id=35) added luaSocket (http://www.cs.princeton.edu/~diego/professional/luasocket/introduction.html) support,
invested in a sweet deal on Bryce (http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5195&trid=877222990),and bought too many books.
Hoping the intern will read them. :-)

Tobi is finally getting a chance to read and use the
Programming Multiplayer Games book he won for Dead Days back in 2004.

Massively Multiplayer here we come. <que imperial march>

Today I found the very interesting murgaLua project (http://www.murga-projects.com/murgaLua/murgaLua.html#Using%20FLUID%20to%20generate%20our% 20UI).
The project needs Mac build testers, so please check that out if you are into
Lua, and/or testing crossplatform development projects.

I'll have a demo server and client application posted soon.

For now here's the start our network protocol plan:
iGame3D iFly network protocol:

1 byte for the command + x (variable-sized) bytes data

Client Commands:
0 exit
1 forward key, data=0/1 (pressed/released)
2 backward key, data=0/1 (pressed/released)
3 left key, data=0/1 (pressed/released)
4 right key, data=0/1 (pressed/released)
5 shoot key, data=0/1 (pressed/released)
6 mouse moved, data=deltax,deltay
7 chat, data=the chat message

Server Commands:
0 exit
1 setObjectInfo, data=object index,paramcount,parameters
2 keyframe, data= line delimited list of setObjectInfo commands

I suggested we follow someone elses lead so we can point to something that works and is documented.

Who to look at?

OneSadCookie
2007.04.18, 10:13 PM
Maybe not quite what you're after, but these are the two standard resources I send people to who want to do real-time networking:

http://unreal.epicgames.com/Network.htm
http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking

Hope they're of some use.