Archived Boards > FSO Overhaul Project

Suggestions Thread

<< < (2/2)

Flaser:
I thought it would be a good idea, to collect opened/open source game codes that could be used as resources (unlikely as SCP has a rather restricted license, but it might be worth a look) or as inspiration to see how other games implemented various ideas:

Item 1: The Homeworld source code

http://homesource.nekomimicon.net/

Obviously this game vastly had different priorities, but unlike most of the engines out there it's a space simulator. What might be of particular interest is how multiple textures and animation were handled in this code. It was also very script intensive, so it might also contain ideas on a scripting system.

No actual implementation can be used from this source (Relic put even more restriction on this than Volition did on FS2), however this game did a lot of stuff well and the source could be definitely worth a look for inspiration.

Nuke:
theres also oolite, which is a fully object oriented c++/opengl from scratch game engine. while its designed for lower end graphics it might provide a useful references for object oriented game engine design.

Alpha0:
Oolite is written in Objective-C, not C++. I wanted to also note that although the latest declared stable version is indeed aimed at lower end graphics, the game engine has evolved a lot since then and currently supports high-tech graphics as well, including shaders, normal and parallax mapping, glowmaps etc. The game is still distributed with the original models, but the capability is there and the source code of the latest test version (1.73.4) is of course available for anyone who is interested to have a look here. The screenshots section on the project's development site (https://developer.berlios.de/screenshots/?group_id=3577)might give an idea of what improvements have been made in the engine since 2006.

Navigation

[0] Message Index

[*] Previous page

Go to full version