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OpenWar: The open-source RTS engine.


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#21 Clement

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Posted 22 October 2006 - 01:27 PM

I have always heard that a whole life is needed to make a game engine...

So I think that use a open source engine and uptade it, is a better way...
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#22 Bart

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Posted 22 October 2006 - 01:36 PM

well, we'll be using existing libraries for graphics, sound, etc., so that's a lot less work already
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#23 Pixel

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Posted 22 October 2006 - 02:31 PM

Well it doesnt take a life time to make an engine... Myself and a few other people started a project up a while back an single player mmorpg engine. We dont work onit much anymore... we got objects moving and running around a map etc water moving night and day time etc etc... We made one video ofit wich i uploaded for you here (its a very old video wich just shows a small part of a map we used) : Link Nothing amazing just shows it doesnt take a life time to make a engine... Well we need to imrpove the graphics on ares for sure anyway :p Hopefully the project will kick back up in time.

Edited by FlameGuard, 22 October 2006 - 02:37 PM.


#24 cahik_

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Posted 22 October 2006 - 02:58 PM

well, we'll be using Irrlicht for graphics, so that's a lot less work already


Irrlicht sounds like good choice to me. i check it's site and it looks really good. for anyone who cares here is link to that page.

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#25 Solinx

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Posted 22 October 2006 - 03:46 PM

Agreed.

# Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), DeleD (.dmf), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)... [more]

# Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)... [more]


Knowing close to nothing about game engines, I could be totally wrong, but this does seem to indicate that this engine allows games based on it to be modded with all of the above file formats. A modder could use his own preferred format from the list for his work. Or will the game limit these options to one or two eventually?

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#26 Bart

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Posted 22 October 2006 - 03:56 PM

well, limiting would only be more work, so why? :p
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#27 Solinx

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Posted 22 October 2006 - 04:05 PM

Again, glad to hear that :p

XML for data and a nice list of fileformats for artistic stuff ;)

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#28 Bart

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Posted 22 October 2006 - 04:16 PM

anyway, since this will be so difficult, maybe we should make a FPS as preproject (fps is the simplest kind of game)

Edited by 2playgames, 22 October 2006 - 04:25 PM.

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#29 Solinx

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Posted 22 October 2006 - 04:44 PM

Wouldn't that make it more difficult in the end? I mean, when you have written the code for a FPS game, you'd have to hack into the code to get an RTS game. Wouldn't that make the code messy?

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#30 Joe

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Posted 22 October 2006 - 04:53 PM

Im interested to see where this goes, i cant say i will get involved at this stage, but perhaps when i see lots of stuff going on.
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#31 Bart

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Posted 22 October 2006 - 05:39 PM

Wouldn't that make it more difficult in the end? I mean, when you have written the code for a FPS game, you'd have to hack into the code to get an RTS game. Wouldn't that make the code messy?

i never said the rts engine would be built on the fps game
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#32 Phil

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Posted 22 October 2006 - 08:43 PM

Seeing that I have soo much stuff on my list to do, don't count on me too early. But I like the project, maybe I'll drop in from time to time.

and no i'm not going to use the blasted INI's, XML FTW!

That was exactly the anwser I was expecting... good choice.

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#33 Fingulfin

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Posted 23 October 2006 - 06:55 AM

Ahh no INIs? Oh well :thumbsupsmiley: I really should get off my lazy behind and learn Javascript to I can move on to XHTML and eventually PHP... But who am I kidding? I would offer my services, but there isn't much I could do to help. Good luck with it anyway :)

EDIT: One thing I've wanted to see for a long time now would be a LOTR FPS :ohmy: Well, not really a FPS, more like a good Online RPG where human players can actually kill each other instead of the frikkin computerized animals... Would be fun :D

Edited by Fingulfin, 23 October 2006 - 06:57 AM.

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#34 Bart

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Posted 26 October 2006 - 08:55 AM

ok, so that would not be an FPS at all? :p

anyway, what i think will be the most difficult:
- AI
- pathfinding
- multiplayer
- script parser (real script, not the 'actions' that worldbuilder has)
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#35 Mathijs

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Posted 26 October 2006 - 10:18 AM

Add animations to that list.

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#36 Bart

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Posted 26 October 2006 - 11:51 AM

they're not hard for experienced animators (i hope that more people than just t3a members will work on this)
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#37 Solinx

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Posted 26 October 2006 - 12:26 PM

i hope that more people than just t3a members will work on this

That is certainly to hope, as I don't think we have enough people with enough time on their hands to program an engine, even one without animations :p

Well, of course it depends on the amount of time the engine is being developed, but you get the idea.

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#38 Mathijs

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Posted 26 October 2006 - 05:04 PM

So what is the plan now? A LotR RTS? Or a LotR ''battlefield'' sorta thing? I'm hoping the last, would be awesome.

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#39 Bart

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Posted 26 October 2006 - 05:17 PM

a non-lotr rts, with a simple fps as preproject (practice)
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#40 Solinx

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Posted 26 October 2006 - 05:19 PM

From what I understood, there will first be a FPS game, as a warming up, and then a RTS. The reason for that strange approach is that FPS engines are easier to develop than RTS engines.

There is nothing said about them being specifically LOTR related. AFAIK, the focus is more to make an engine that is extremely moddable. Which would then allow LOTR mods to be made with ease :dry:

Edit: 2playgames beat me to it.

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Edited by Solinx, 26 October 2006 - 05:19 PM.

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