Thursday, March 12, 2009

Open Source 3D Landscape Generators


I recently noticed two free 3D landscape generators and thought to myself: "I bet there are dozens of never-finish terrain generators for games and vr apps!" I was wrong. In this article, I will introduce the handful of floss scenery generators and editors that I was able to find.





InnerWorld


InnerWorld is a Blender-based landscape generator that shines through a nice online documentation. Landscapes are generated from Blender noise functions or external sources. The tool's specialty appears to be object placement. The project is four years old and the last release (0.0.5) is two months young.



Terraform


Terraform is an open source interactive height field generation and manipulation program, giving you the ability to generate random terrain and transform it.

The project seems to be non-living - last CVS activity: August 2003.




Hme


Height Map Editor is a 2D GUI for generating and precise-editing height maps. It is cross-platform and has a KISS philosophy. However, the last release is seven years old.


Wing


Wing, a GPLed, DirectX-based and thus Windows-only landscape editor, is aimed to
proceduraly generate four key ingredients of nature: plants, terrain, water and weather, with simple but powerful user controls

The project was found three years ago but appears to be in early development stages. It is looking for programmer help, so I assume that the project became active only recently.



Real Landscape Project (supposedly)


RLP is a one week-old, pre-anything landscape 'thing' project looking for programming aid. I'm afraid the language barrier will prevent it from thriving.



3D Landscape Generator (Processing)


One more, just for fun: 3D Landscape Generator for Processing is a GPLed, minimal, 120 LOC-long landscape generator and renderer that runs in your browser.


That's it folks! I hope these projects will prove useful for content creation in games. Be welcome to comment if you know of additional landscape generators or of open source games that feature their own!

Tuesday, March 10, 2009

Open Source Games Funding Survey

Open Source, Coin and JoysticClipart! - Thanks Tranberry!

A survey was started to explore the potential of open source gaming business. It consists of 20 detailed questions about how you would fund games and what acts of commercialism you consider moral for free software. Time to fill it in!


Just so you know what we're facing here ;)Survey 'preview'

The questionnaire has been created by Andrew Fenn, lead dev of Hardwar (a Hardwar remake ^^), who announced it in the FGD Forum and later, on his blog.


The survey was inspired by a similar one by evit, which unfortunately was not well formulated and rather Linux-centered, than free software-centered.


Another drawback of evit's survey is that the results were not published. Andrew's survey's results will be published on his blog (and will not contain any critical data like IP address of course). So as I said, take your time to participate.


Also: support the survey through digg and fsdaily! :)

Wednesday, March 04, 2009

UFOs and Post-Apocalyptic Adventures

There's another monthly overview of developments for UFO:AI, the 3D turn based tactics game where you see off an alien invasion of sorts. Development is happening at an impressive pace, with a lot of new minor features and improvements to existing features. The changes affect many aspects of the project, and as such I won't summarize them here. Read it for yourself on their website. (No permanent link to the update, sorry.)



Speaking of UFO games, I do wish UFO2000 development would return. I have an affinity for the original game and I really hoped UFO2000 would emerge as a playable single-player game. It hasn't yet, and looks like it never will, which is a shame. They have a gorgeous website though.



FIFE world seems to have taken off a bit lately. FIFE is a 2D isometric game engine. It was originally created for the purposes of being a Fallout engine but evolved.



Shortly after stepping down from management duties from FIFE, project manager MvBarracuda announced PARPG - Post-Apocalyptic RPG - to the world, a game that uses FIFE to create a new, erm, post-apocalyptic RPG. I think he'd gotten a bit tired after many years working on FIFE - when you work on an engine sometimes the end result is less tangible and harder to motivate yourself for.



The announcement of PARPG seemed to galvanise the FIFE community, with new and old faces now popping up to fix and featurize FIFE after a fairly long quiet spell in development. There seems to be a lot of interest in contributing to PARPG with threads like this popping up in the forum. It seems they are looking primarily for C++/Python devs at the moment.




Unknown Horizons
OpenAnno has been renamed to Unknown Horizons, partly because the name OpenAnno sucked but mainly because Unknown Horizons is an original game and not an Anno rip off. I do like the new name.



Unknown Horizons is a 2D realtime strategy simulation with an emphasis on economy and city building. Expand your small settlement to a strong and wealthy colony, collect taxes and supply your inhabitants with valuable goods. Increase your power with a well balanced economy and with strategic trade and diplomacy.



Zero Projekt
Zero Projekt celebrated 3 years of active development and it's looking as nice as ever. There's some beautiful graphics in that game. Annoyingly for me site updates/news tend to be in German with English updates being somewhat sporadic.



With 3 promising active game projects on the go, the FIFE community future looks bright.



Like Morrowind? OpenMW 0.6 got released. Still, you need Morrowind to play it, and that's not Free, so...




DungeonHack
However, a project that is Free software and Morrowind (well, more Daggerfall) inspired is DungeonHack. There's lots of interesting development noises going on in the forums - that's one to watch for 2009. There's an imminent demo which is the culmination of a lot of refactoring and project reorganizing and new technology adoption, but the next version after that will be where things start to get interesting as several procedural generation techniques are surfacing in their subversion repository.

Monday, March 02, 2009

Some things on my radar

"Damn Free Gamer is popular." So says the L-echo developer, as well as posting graphic illustration on the project home page. L-Echo is a free and open source clone of the game Echochrome (aka Mugen Kairou). Version 0.4.3 arrived in early February, although performance was unplayable on my non-hardware-accelerated laptop.



Freedroid RPG version 0.12rc1 - a 2D isometric RPG, a bit like Diablo, but not like it at all. There's lots of bug fixes, a new tutorial, a new starting level, lua scripting, and more! Help them playtest it so that version 0.12 is solid.



"Tesliz", a 3D turn based strategy game, inspired by Wesnoth, written in Python on top of OGRE. Early days here.



Speaking of Wesnoth had lots of updates over the Christmas period, building up to a stable 1.6 release. That game has some amazing artwork these days, like these wizard portaits. They have lots of playtesters already. If you don't know what Wesnoth is, crikey, just click the link already.



Globulation 2 version 0.9.4 (changelog) which is a lot of balancing, bug fixing and enhancement of existing features, from what I can tell. Globulation 2 is an innovative 2D RTS where you lead autonomous blobs into battle. Innovative, yah. Blobs, meh.



Java Classic RPG version 2009-02-28 (announcement) which has a rather large amount of changes since the previous release. Highlights include moving to jMonkeyEngine 2.0, new monsters, area dependent music playback, new portraits, and optimizations. I hope to see this project become a completable game this year.



Freelords tech release 0.03 is out. Freelords is a Warlords-inspired 2D strategy game written in Java. This release introduces simultaneous movement and improves the graphics and dialogs. Freelords was originally a C++ project - the C++ codebase lives on in LordsAWar. Recently the developer posted a video of a city history report (ogg) on the LordsAWar homepage, which I thought was quite neat. It's the kind of feature usually missing from Free games.



Tennix 1.0 is available. Tennix is a very simple pong-like Tennis game, but the amount of polish going into it shows how nice a simple game can become. All it takes is a little passion.



Gearhead2 version 0.540 (announcement) continues the spate of game rule adjustments. I like it that there's a lot of thought going into giving the game depth.

Tuesday, February 24, 2009

Fictional Air Combat 0.1.3

Fictional Air Combat 0.1.3
I recently discovered YAFS on SF.net: Fictional Air Combat, which is an action flight simulation at an early development stage.



There are 32 bit Win/Lin releases available, but the Linux release contains source which can be easily recompiled for 64 bit systems. (So did I.)



I have not yet tried to find out the licenses/authors of 3d graphics and textures (and don't know if I will). It seems however that they are all original. (And I like them.) There is no sound yet.



Height map for FAC
Levels get created from height maps and a texture placement file, which has an own graphical editor for it (though I wasn't able to find the tool).



Fictional Air Combat reminds me of Thunder&Lightning, which was unfortunately updated last time nearly one year ago.





Watch the video in high definition.

Thursday, February 19, 2009

Game Testing Job for a Free Software Person

O_o is how I feel right now

So I was browsing the FSF homepage because I wanted to dig up some info on their PDF priority project - but never mind that - and then I think "Let's check out them job listing!" and I do and then BAM! Game Test Analysts, (Santa Monica, CA). So I think to myself "Yeah, right! This has a logical explanation to it! Game theory I bet! So I click it and BAM! O_o! It's a real job offering for beta testing video games and it's posted on the Free Software Foundation's home page!


So it's probably not a commercial open source game project that this is about, but apparently one will test the game on the GNU/Linux platform and most likely use open source tools for bug reporting.


Nothing *really* spectacular, the pay is 10 Dollars per hour, but together with World of Goo being released for Linux, I certainly do get the impression that the penguin becomes relevant for selling games faster.


Sometimes I catch myself trying to figure out whether to support, oppose or ignore this pro-commercial-games-on-Linux development and try to figure out whether it is something good or bad. But then I come to my senses: it's nor good nor bad, it is natural evolution of the gaming market expanding to where money is. The only thing we'll loose is a billion of project that start merely for being able to play a commercial game natively on Linux. ^^ What we do earn is publicity for Linux. A lower transition barrier ("games is the only reason I use windows!"). In the end, a bigger audience (because open source games often are in GNU/Linux distro's repositories.)

Monday, February 16, 2009

Scorhed3d 42 and VDrift Refactor Release

Scorched 3D version 42 is out (full changelog). New features include:




Scorched3D


  • Optimized graphics rendering to take better advantage of hardware

  • Scripting language support for weapons and server scripts

  • Much larger landscapes supported

  • Added multi-lingual support for chatting and player names

  • Added localization support for dialogs and messages

  • Some gameplay adjustments

  • Better LAN/Internet communications for less timeouts

  • Some new maps


For those who don't know, it's a 3D artillery game with destructible terrain and sumptuous graphics. One thing I always think when I look at Scorched3D; why hasn't somebody re-used the engine in a different type of game? Nice effects, destructible terrain, there's plenty of possibilities there.



VDrift has emerged from the other side of a ground up refactor/rewrite with release 2-15-09. This is quite good news as projects as big as VDrift rarely survive a rewrite. Author Joe Venzon describes the highlights of the release:



I think it's a big improvement over the last release. Although there aren't any new features, there are so many bug fixes, stability enhancements, and performance improvements it's hard to make a complete list. Most of the code has been rewritten, including the car physics. Ackermann steering has been added. The in-game HUD has a new look. Font rendering has been vastly improved. More graphical options are available. The new physics numerical integrator is more stable.


I think there's also some more cars and improved tracks in this release, although don't quote me on that one.



Oolite (space rpg game) update; 1.72.2 was released a couple of weeks ago. It's a bugfix for the 1.72 test release. I couldn't play it as autopackage no longer works on my system with some obscure error and I don't fancy compiling it.



MetalChaser is a 3d mech-inspired shooter. It's a bit basic, but could grow into something good. The website isn't very clear about it, but it is open source, with a Google-code project.



Angel Engine:



This is Angel, a 2D game prototyping engine based on OpenGL and C++.



Angel was originally made by a group of employees at Electronic Arts Los Angeles for use in a GameJam they were planning for April of 2008. The source was opened in January 2009.


Curious!

Wednesday, February 11, 2009

Rigs of Rods goes Open Source and Glest 3.2

Rigs of Rods is going open source. How cool is that?



Rigs of Rods (also known as RoR), is a truck, car, airplane and boat simulator. You can drive, fly or sail in total freedom in an open environment. What makes RoR different to most simulators is its unique soft-body physics: vehicles chassis and wheels are simulated in real-time as flexible objects, giving the simulation an extremely accurate behavior, while allowing the vehicles to be simply specified by their structural composition, as a network of interconnected nodes (forming the chassis and the wheels). Crashing into walls or terrain can permanently deform a vehicle in a realistic manner. In addition to its unique soft-body physics, RoR also features an advanced flight model based on blade element theory, allowing the accurate simulation of any airplane, base on their physical dimensions and wing airfoils. It also features an accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell.


Thanks to Mantar for the heads up. Here's a video showing just how cool it looks:





Well Glest 3.2 is out. Which is interesting given I proclaimed official Glest development dead* and Glest Advanced Engine to be its successor. It's like I just made it all up. Only I didn't, there was a thread where the official Glest developers stated that GAE would become official Glest. The link now goes to an inaccessible page. However, I'm not the only one who found it and logged it. Sadly Google obviously hadn't, since there's no cache available.



* FYI "Glest is dead, long live Glest!" is a play on "The King is dead, long live the King!" I didn't mean it was actually dead.



So, either the good news is that the main Glest developers have returned, or that the Glest team (new and old) has decided to make things look a little more cohesive, or somebody is playing a practical joke on me and posting grumpy anonymous comments implying that I am inciting trouble. Either way, it's great to see a new Glest release.



Glest 3.2 brings Lua scripting support, a new tileset, and tutorials as its primary features. I think more was expected, but given the lack of activity, the developers decided to push out a toned down 3.2 release instead.



Freelords tech release 0.03 has been released. Ignore the website, which says 11th Feb 2008, it's a typo. New graphics and new features, although it is still not quite playable yet.



Some other releases that piqued my interest: Neverball 1.5.0, Tennix 0.7.0, Vacuum Magic 0.9.





In the article reviewing simulation games, I lamented a lack of documentation for Simutrans. I was a bit off, there is plenty. It's just a bit scattered. For those who want to try it, I suggest starting with the wiki and specifically this page on transportation basics. There are also several errors in the article that stem from me writing it ad hoc and not proof reading properly, but I'm too lazy to correct them.



In the comments somebody offered to help out with FreeTrain development, the didn't leave any contact details and didn't get in touch. Still looking for help from C# developers for FreeTrain. Please leave details or email me - freegamerblog at gmail.



There did seem to be a bit of a negative slant from some commentors on the article in general. There were those lamenting that there is no depth (5 playable games not enough for you?) and those lamenting that Lincity-NG was not enough like Sim City 2k (no-win scenario, if it was a clone there would also be complaints). Come on guys and gal! Lighten up a bit!

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