GPWiki.org
GPWiki.org
It is currently Tue May 21, 2013 5:59 pm

All times are UTC




Post new topic Reply to topic  [ 91 posts ]  Go to page 1, 2, 3, 4, 5  Next
Author Message
PostPosted: Fri Oct 20, 2006 1:52 pm 
Octogenarian

Joined: Fri Oct 20, 2006 1:24 pm
Posts: 81
Team name:
FIFE developing team.

Project name:
FIFE - Flexible Isometric Fallout(-like) Engine. (We're currently thinking about switching to a new name or at least changing the meaning of the FIFE acronym to show that we've moved away from the Fallout roots & limitations of the engine.)

Brief description:
Just like the name of our project suggests we work on an open source framework for isometric 2.5d games. The framework started as a Fallout-related project but we decided to turn it into a complete isometric framework for the development of cross platform games in general. We are focusing on the development of the framework itself but will bundle it together with an (rather simple) example game. This way game creators have a starting point for their own FIFE-based projects. We're working on comfortable and easy-to-use editing tools as well. The framework and the tools are meant to run on all flavours of Linux, Win32 and MacOSX.

The FIFE project is in development since almost three years now and we have released eight public alpha & beta versions of the framework on sourceforge / freshmeat over this time. We did release our latest stable milestone 2008.1 at 2008/07/13. We're currently in the early planning phase for our next planned milestone 2008.2 that will hopefully ship some time between early November till end of December.

Target aim:
Open source LGPL v2.1; non-profit.

Compensation:
We hope that interested artists will find it exciting to work together with other experienced and passionate developers. But as we're a non-profit project we can only offer the actual development experience that you'll gain and the satisfying feeling to be involved in an ambitious project as compensation.

Technology:
Linux, Windows, MacOSX
C++, Python
SDL, OpenGL (optional), Boost library
3d modeling tool of your choice (e.g. Blender)

SVN sourcecode checkout:
[quote title=Quote:]svn co https://svn1.cvsdude.com/fife/engine/trunk/[/quote]

HTTP sourcecode download:
FIFE 2008.0 source package

Talent needed:
Webdesigner:
We're currently in the planning stages of replacing our fifengine.de website with a better looking version that shares a consistent design among the majority of its subpages.

A collection of all ideas concerning the new website can be found at our wiki.

We're looking for somebody who could take care of the following tasks:
* Either create a new design from scratch or pick one from http://www.oswd.org/ and modify it for our needs. There are already some design-related notes at the wiki article linked above. Solid (X)HTML & CSS knowledge required.
* Create templates of the new design for the following software solutions that we plan to use for the new website:
* Mediawiki (wiki functionality)
* Drupal (planet functionality)
* SMF (forums)
* Wordpress or any blogging solution of your choice
* Optional: find a way to integrate a blogging solution into our forums (we're using the SMF software). We looked into a couple of bridges for Wordpress but we haven't really decided on a solution yet so we would appreciate any pointer from somebody who had done something similar in the past.

3d modeler
We've used graphics from Reiner's tilesets for our recent releases. Now that the engine supports more advanced view features (e.g. stepless zoom for the OpenGL renderbackend, rotation & tilt manipulations), it would be great to get a 3d modeler involved who could create some custom map objects for the Rio de Hola game that is planned to ship with the upcoming 2008.1 milestone.

The main issue is that we don't have much prior experience in working with artists so this would be something new for the team and the majority of useful information that can be found at our wiki is geared towards the programmers. On the other side this would be a great chance to improve the project and build a solid fundament for future artists.

There is no clear preference when it comes to modeling solutions as the engine does not care as long as you save the rendered object as a common 2d image format (PNG, BMP, TGA). A friendly modeler who helps us out of misery from time to time has created some custom map objects with Blender and therefore there is already a working Blender template in SVN. So Blender would be one possible choice but we're happy with other modeling solutions as well.

There might be important information for artists missing simply because we have no prior experience searching for them. Artists are usually interested in different information than programmers; in case you have a question about the artist position don't hesitate to ask and we'll answer and add the information to the main post as well.

Framework core engineer
Advanced C++ skills and strong interest in engine design are the requirements for applying for this position as you will work on the design of specific framework modules as well as on the architecture of the whole framework. Experience with any of the 3rd party libraries that we're utilizing would be a nice plus but isn't a must. It is far more important that we find someone who can invest a serious amount of time to improve the design of the framework and give the development a direction.

Framework module engineer (misc.)
We're searching for developers who are able to improve certain modules of the framework. Possible fields of work are:
* Audio module development (OpenAL).
* Editor development.
* Event channel module: all type of events (GUI widget, keyboard, mouse & script events).
* GUI-related development.
* Network support.
* Pathfinding, blocking, line of sight.
* Scripting development (Python, for a more detailed description, have a look at the following paragraph).
* Video module: SDL software renderer, OpenGL hardware renderer
* View module development.
* VFS module: virtual file system.
* Unit test development.

Scripting module engineer
We did recently add Python support to our framework by utilizing SWIG. You would work on implementing features into FIFE that are not performance-critical and can be written in Python therefore. Basic C++ knowledge will be sufficent; advanced Python experience is more important for this position. Another plus would be if you would have worked with SWIG before and could help out with possible arising issues (e.g. object ownership between framework core (C++) and script side (Python) or exception handling were two of the potential pitfalls we did recently discover).

We're using the Python-based SCons tool as build system for our project. Experience with this build tool would be another fantastic additional skill for any interested developer as we intend to improve our build scripts in the long run.

Python game engineer
The team is currently working on a so FIFE-based example game entitled "Island_demo". The purpose of this undertaking is to create an example game that:
* proofs that FIFE is ready to create a full featured game with it.
* helps us to create a reasonable API for game creators by testing the usability of it in an actual game project.
* provides a starting point for game creators by offering example content that they can modify and play around with.

Your task as techdemo developer would be to help with the API design by implementing techdemo features in Python. We plan to replace the current raw API that is shaped after the C++ framework code and simply exposed to Python via SWIG with a more pythonic one by introducing an additional API layer. For more information about the API plans see:
More pythonic scripting API for FIFE

Project manager
Project management is a quite complex task as there are a lot of different aspects you can work on. The most important ones are:
* Public relations: write blog updates about the current status of the project and help to spread the word about FIFE.
* Milestone planning: work out a roadmap for the next releases together with the programming staff.
* Developer recruitment: advertize the project and try to find new interested developers this way. Actually this is what I'm doing here right at this very moment :)

For more information about all project management related aspects:
Project management

Basically we're searching for someone who's willing to learn about the basics of project management by working on an actual game development project. No need to be afraid: I've learned a fair share about project management in the two years since the project was founded so I can provide you with proper guidance :)

Macintosh maintainer - <font color="green]position open</font>
FIFE compiles fine on Linux & Win32 systems. The code itself should be 100% PPC compatible but we're lacking an experienced Macintosh-based programmer who could act as maintainer for this platform and build release binaries.

There is already a build guide for Macintosh systems in place though it might be slightly outdated by now. Check it out here:
Guide: building FIFE on Macintosh systems

Win32 maintainer
The majority of the active developers run Linux-based systems. We would need somebody on the team who takes care of the following aspects:
* Compile SDK: maintain the official Win32 compile SDK. The compile SDK is a collection of tools (scons, mingw, SWIG) and libraries we utilize for building FIFE on Win32 systems. The compile SDK supports scons (mingw), code::blocks (mingw) & MSVC 2005 (MS Visual C++) as build environments. As libraries tend to get outdated over the time your task would be to update the SDK package with the latest available tools and libraries and test if they work fine in combination with the supported build environments.
* Release packaging: take care of packaging official FIFE releases as well as unofficial SVN snapshots for Win32 systems.

For more information about the mentioned tasks see:
Compile SDK
Release packaging (draft)

Team structure: (only currently active members listed!)
jwt - software engineer (framework core)
mvBarracuda - project management
m64 - software engineer (video module)
vtchill - software engineer (unittests)

My job as project manager is to keep the team together and to ensure that the communication structure inside the team works so everyone enjoys working on the project. Among other things I'm responsible for the recruitment of new developers, writing developer blog updates, maintaining the project wiki and to provide the official win32 packages and prebuilt SVN snapshots.

Links:
Homepage
Development wiki
Getting started guide for interested developers
FIFE documentation (doxygen, epydoc, IRC logs to follow soon)
Design documents
Developer blog
Roadmap for the upcoming releases

FIFE-based games in development:
Keys of Naand - a medieval fantasy RPG
OpenAnno - a strategy game / economy simulation inspired by the Anno game series
Zero-Projekt: Was vom Morgen blieb - A postnuclear RPG set in a German wasteland

Current release:
Stable:
FIFE 2008.1 Win32 (official release based on r2512)
FIFE 2008.1 source package (official release based on r2512)

Experimental:
FIFE 2008.1 Win32 (official release based on r2512)

Ways to contact the team:
IRC channel: irc.quakenet.org | #fife
eMail: mvBarracuda AT web DOT de
ICQ: 98600423
MSN: mvBarracuda AT web DOT de
AIM: barrafife

Important:
We've moved away from our Fallout roots over the last months. Since the 2007.2 release FIFE doesn't support loading Fallout maps anymore but just our own XML-based map format. If you want to use the Fallout maps with older FIFE releases you will need a legit copy of Fallout 1 or 2.

Videos:
2008.0 promotion trailer

Screenshots:
To give you an impression of the current status of FIFE we took sample screenshots of the two most recent stable releases and one that shows FIFE in combination with Fallout's assets.

2008.1 milestone:
Image

Image

2008.0 milestone:
Image

Image

2007.2 techdemo:
Image

Image

2007.1 techdemo:
Image

Fallout support:
Image

Image

Feedback:
Feel free to add whatever feedback you like :) Criticism will help us to improve the project.


Last edited by mvBarracuda on Thu Jul 17, 2008 8:49 pm, edited 9 times in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Oct 30, 2006 8:57 pm 
Novice

Joined: Thu Dec 01, 2005 4:59 pm
Posts: 5
Though my interest in your project is solely as a gamer (I have enough work as it is with my own project!) I wish to applaud you for working on such a game. It looks great :) I loved Fallout.

_________________
-- DarkHorizon
Odyssey Project


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 03, 2006 8:04 am 
Octogenarian

Joined: Fri Oct 20, 2006 1:24 pm
Posts: 81
DarkHorizon wrote:
Though my interest in your project is solely as a gamer (I have enough work as it is with my own project!) I wish to applaud you for working on such a game. It looks great :) I loved Fallout.

Thank you for the kind words :-)

Maybe there are some programmers out there who like the project but even got free time to contribute to it. C'mon guys, give us a chance.

_________________
http://www.parpg.net - nuclear winter isometric old school RPG inspired by Fallout, Arcanum & Planescape: Torment


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jan 03, 2007 6:34 am 
Octogenarian

Joined: Fri Oct 20, 2006 1:24 pm
Posts: 81
I'm just giving this a bump to let you know that we're still searching for additional programmers :-)

The release of the next version is planned to happen within the next two weeks if nothing serious goes wrong. Stay tuned!

_________________
http://www.parpg.net - nuclear winter isometric old school RPG inspired by Fallout, Arcanum & Planescape: Torment


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jan 03, 2007 10:09 pm 
Grand Optimizer

Joined: Thu Nov 09, 2006 12:11 am
Posts: 339
I've just checked out the source of this project and from what I've seen was mostly impressed with the consistency, standard, organisation etc. of the code, its true that you need a script coder as some of the lua files seem to be wip and not upto the same standard of the rest of the code(templates could be used alot more).
I was also surprised that the setting manager stores a map of key and value string, I was expecting sting and boost::any.

I wish you all the luck in getting the project finished and only wish I had free time to partake in it.
Good luck.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jan 04, 2007 2:30 am 
Octogenarian

Joined: Fri Oct 20, 2006 1:24 pm
Posts: 81
!name wrote:
I've just checked out the source of this project and from what I've seen was mostly impressed with the consistency, standard, organisation etc. of the code, its true that you need a script coder as some of the lua files seem to be wip and not upto the same standard of the rest of the code(templates could be used alot more).

Thank you for the kind words :-) We know that the lua scripts are still pretty much WIP but we're unfortunately lacking devs to address a lot of things that should be taken care of. But we hope to find some interested developer who wants to help the project progress.

!name wrote:
I was also surprised that the setting manager stores a map of key and value string, I was expecting sting and boost::any.

The responsible coder just mentioned that it works fine this way. He said that using boost::any would work just fine too but he doesn't intend to replace already written and working code if it's no source of potential issues :-)

!name wrote:
I wish you all the luck in getting the project finished and only wish I had free time to partake in it.
Good luck.

Thank you very much !name :-) Maybe you got some free time later to support us. Busy with university or got your own projects that eat up all of your time?

_________________
http://www.parpg.net - nuclear winter isometric old school RPG inspired by Fallout, Arcanum & Planescape: Torment


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jan 04, 2007 8:36 am 
Grand Optimizer

Joined: Thu Nov 09, 2006 12:11 am
Posts: 339
Uni is swallowing my time at the moment :( University life? what life?? lol
I do hope that some else has time to contribute especially due to it being open source. Talking of which will the licence be changed to LGPL (or similar) upon completion to allow more freedom?


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jan 04, 2007 5:14 pm 
Babirusa
User avatar

Joined: Thu Aug 19, 2004 2:55 pm
Posts: 9241
Location: The Netherlands
It looks quite nice!

_________________
Serious game developer

http://www.persistentrealities.com
http://www.persistentrealities.com/vbfibre
http://www.ambiances.nl


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jan 05, 2007 12:32 am 
Octogenarian

Joined: Fri Oct 20, 2006 1:24 pm
Posts: 81
!name wrote:
Talking of which will the licence be changed to LGPL (or similar) upon completion to allow more freedom?

Hmm that's hard to answer at the moment. We would need to ask every developer who has contributed code to FIFE in the project history so I guess it's quite unlikely.

We don't see the GPL license as real problem though: we plan to design the engine very flexible so you don't really need to touch the sourcecode at all. You should be able to write your games with Lua. You could compile the lua scripts to not make them easily view- / editable. And you still own the full copyright on all created scripts, maps, sounds, gfx you created yourself so this wouldn't cause license issues either.

_________________
http://www.parpg.net - nuclear winter isometric old school RPG inspired by Fallout, Arcanum & Planescape: Torment


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jan 05, 2007 3:36 am 
Super Donkey Monkey Wrestler

Joined: Wed Oct 20, 2004 8:15 pm
Posts: 951
Location: Saskatchewan
Considering that FIFE is a game engine, I think using the GPL (as opposed to LGPL or even something more liberal like zlib or BSD) will really limit it's potential. There are a lot of developers out there that simply don't want to GPL their projects (I'm not one of them :)).

_________________
Ryan

"What difference does it make to the dead, the orphans, and the homeless, whether the mad destruction is wrought under the name of totalitarianism or the holy name of liberty and democracy?" - Gandhi


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jan 05, 2007 9:25 am 
Bibliotherapist
User avatar

Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
mvBarracuda wrote:
We don't see the GPL license as real problem though: we plan to design the engine very flexible so you don't really need to touch the sourcecode at all. You should be able to write your games with Lua. You could compile the lua scripts to not make them easily view- / editable. And you still own the full copyright on all created scripts, maps, sounds, gfx you created yourself so this wouldn't cause license issues either.


With GPL, just linking to the static library is enough to require the GPL in derived works IIRC. Thats the most limiting bit. I see the GPL as more of a parasite, infecting everything it touches in its distribution :P

_________________
God must love stupid people, he made so many.
theraje: 'God doesn't love stupid people, they're just easier to make'
http://sharedillusions.blogspot.com


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jan 05, 2007 10:47 am 
Babirusa
User avatar

Joined: Thu Aug 19, 2004 2:55 pm
Posts: 9241
Location: The Netherlands
That's why I dislike GPL so much. But I think more and more authors realize that, and change to something more intuitive.

_________________
Serious game developer

http://www.persistentrealities.com
http://www.persistentrealities.com/vbfibre
http://www.ambiances.nl


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jan 05, 2007 1:01 pm 
Bibliotherapist
User avatar

Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
Almar Joling wrote:
That's why I dislike GPL so much. But I think more and more authors realize that, and change to something more intuitive.


A lot of authors will still use it for an app created from a library. But yeah, there are a lot of alternative licences around that give as much protection as the GPL but more friendly to people using the code in other places(such as LGPL for starters)

_________________
God must love stupid people, he made so many.
theraje: 'God doesn't love stupid people, they're just easier to make'
http://sharedillusions.blogspot.com


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 06, 2007 5:42 am 
Super Donkey Monkey Wrestler

Joined: Wed Oct 20, 2004 8:15 pm
Posts: 951
Location: Saskatchewan
workmad3 wrote:
With GPL, just linking to the static library is enough to require the GPL in derived works IIRC. Thats the most limiting bit.


Well, that's not exactly true, but that's usually what it comes down to.

Also, like mvBarracuda mentioned, the script will be able to be run with Lua scripts (I seemed to miss that the first time I read his post). However, it is still possible (and likely) that someone will want to create a C++-optimized routine that a Lua script will call upon. This C++ optimized source will need to be GPL'd in this case, which may not be desired.

_________________
Ryan

"What difference does it make to the dead, the orphans, and the homeless, whether the mad destruction is wrought under the name of totalitarianism or the holy name of liberty and democracy?" - Gandhi


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 06, 2007 12:09 pm 
Game Programming Guru

Joined: Thu Jun 08, 2006 7:48 pm
Posts: 1248
Location: Scotland
workmad3 wrote:
I see the GPL as more of a parasite, infecting everything it touches in its distribution :P


The GPL is good though. Software should be free and the GPL ensures that it is.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 06, 2007 1:45 pm 
Bibliotherapist
User avatar

Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
Jamie wrote:
workmad3 wrote:
I see the GPL as more of a parasite, infecting everything it touches in its distribution :P


The GPL is good though. Software should be free and the GPL ensures that it is.


but so do many other licences that are phrased so as to allow different distributions and licences to co-exist

_________________
God must love stupid people, he made so many.
theraje: 'God doesn't love stupid people, they're just easier to make'
http://sharedillusions.blogspot.com


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 06, 2007 2:38 pm 
Babirusa
User avatar

Joined: Thu Aug 19, 2004 2:55 pm
Posts: 9241
Location: The Netherlands
Jamie wrote:
workmad3 wrote:
I see the GPL as more of a parasite, infecting everything it touches in its distribution :P


The GPL is good though. Software should be free and the GPL ensures that it is.


I disagree, someone has to make the software, someone has to be paid for it, because someone (we) make a living out of it.

_________________
Serious game developer

http://www.persistentrealities.com
http://www.persistentrealities.com/vbfibre
http://www.ambiances.nl


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 06, 2007 2:49 pm 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
Almar Joling wrote:
I disagree, someone has to make the software, someone has to be paid for it, because someone (we) make a living out of it.

QFT! 8)

_________________
Bored? Head on over to my blog and see what I'm up to.

Microsoft XNA MVP


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 06, 2007 4:50 pm 
Game Programming Guru

Joined: Thu Jun 08, 2006 7:48 pm
Posts: 1248
Location: Scotland
Almar Joling wrote:
Jamie wrote:
workmad3 wrote:
I see the GPL as more of a parasite, infecting everything it touches in its distribution :P


The GPL is good though. Software should be free and the GPL ensures that it is.


I disagree, someone has to make the software, someone has to be paid for it, because someone (we) make a living out of it.


That's evil capitalist talk! :P

OK, Free software is a nice thing. Many of the libraries that most people use are free. The GPL is nice because if you use a GPL library then your program will be GPL too. Then people can edit, change and build on your program for their own needs, and the result will also be GPLed.

If you want to make a proprietary software and make money then that's fine, but the GPL is there to benefit the Free Software Community, not to help people make money. (Although the GPL does not discourage the selling of software.)

Other licenses like the LGPL and BSD allow you to create proprietary software, so don't help the free software community as much.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jan 07, 2007 9:44 am 
Technomaniac

Joined: Sun Dec 05, 2004 11:27 am
Posts: 3249
Location: Sydney, Australia
Almar Joling wrote:
I disagree, someone has to make the software, someone has to be paid for it, because someone (we) make a living out of it.

Given that people seem to be happy to make software for free, I don't see how this argument works.

If one day we decided that copyright and patent law didn't apply to software, do you really think it would be the end of software development?

_________________
Trying is the first step towards failure
b


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 91 posts ]  Go to page 1, 2, 3, 4, 5  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group