General
The main goal is to build a set of tools, that can be used by many people to
create a living fantasy world.
The main tools to achieve this are:
World Editor:
It should provide the functionality to edit square set's that can be connected
together to form an ever growing world.
Engine:
The engine is written in C++ using OpenGL and SDL. The design is going to a
role playing multiplayer game.
Engine
Currently there are the follwing things in work:
- The physic-engine becomes extended by motion (Martin B.)
- Exporters for Maya and Blender (Holger D.)
- Integrating a terrain engine (Alexander F.)
- Serialization of entities (Thomas H.)
- Creating some logos (Sandra K.)
- Protocols for the network engine (Martin vP.)
- A trigger system for the physic engine (Bertolt S.)
- Improved objectrendering / support of bumpmaps (Jörgen S.)
- Pathfinding algorithms for the AI (Michael S.)
- Basic actions for the AI (Sabrina S.)
- Creating more objects (Thomas S. / Rainer W.)
World Editor
The old editor worked fine, but we decided to rewrite it to become much more modular.
There is an editor core API that can be reused by other editors that will be needed by
project (i.e. the Object Editor).
At the moment we are converting the old editor functions to the new design. This will be
the last conversion because the new modular desgin allows much better reusability of all
components. The basic idea of the modularity is:
-
The editor core API is completely independent from the Editor itself but it provides
many useful classes for writing an editor:
Module and Plugin Administration
Project Management
Import/Export Filter Handling
Display and Action Mangement
-
The complete world editor comes as independent modules that are loaded at the beginning.
Each module can have sub-modules.
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