I'm in the early stages of planning a space-sim projet. Below is the technology I'm planning to use.
I'm curious if others have opinions on these choices (especially if you have first-hand experience, and want to warn me about something).
Technology goal is to be cross-platform with targets being windows, linux, and mac.
Rendering/Core Engine.....irrlicht
Editor..............................irrEdit
Physics............................bullet
Input...............................OSI
Audio..............................irrKlang
Networking......................raknet
Tools are all free and considered comparable to commercial quality.
IDE................................Visual Studio 8 Express
Content Creation.............Blender
Texture Manipulation.......GIMP
Source Control...............Subversion
Project Tools And Technology
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Depending on the scale of the project its perfectly fine. Irredit is more powerful then you think... Plus, the artist/art assets can be managed well and the rest will take care of itself in irredit, BUT you are right, in a project of considerable scale (more then 1 artist) its best to have a pipeline.
These are not that hard to create,the pipeline tools. Its that extra time in the beginning that saves the huge amount of time at the end.
These are not that hard to create,the pipeline tools. Its that extra time in the beginning that saves the huge amount of time at the end.
Re: Project Tools And Technology
VS is a great IDE but it's the wrong choice for cross-platform development. As compiler you will most likely use gcc for that. Not sure about the best IDE in that case. You should take a look at Codeblocks, Eclipse and Netbeans. Or go with some editor like emacs or vim.ice9 wrote: Technology goal is to be cross-platform with targets being windows, linux, and mac.
<snip>
IDE................................Visual Studio 8 Express
Beside that it sounds fine to me.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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Cube - http://www.cubeengine.com
Sauerbraten (Cube 2) - http://sauerbraten.org
Both are open source fps games by Wouter van Oortmerssen.
They both support real time in game cooperative map editing, even in the middle of a network game. Several people can be editing the one level while others are running around killing each other in the same level.
Cube builds it's entire world from rectangular columns which come out of the floor and ceiling (so no room over room situations). Sauerbraten's levels are kind of built by pushing and pulling corners of octree nodes, or something like that (rather hard to explain, so here's a video: http://www.youtube.com/watch?v=SPrJhhBoHrU ).
I've been thinking of looking at the Sauerbraten map format for a while, it would make an interesting editor for other engines. Although I still think an updated Build editor would be awesome.![Smile :)](./images/smilies/icon_smile.gif)
Sauerbraten (Cube 2) - http://sauerbraten.org
Both are open source fps games by Wouter van Oortmerssen.
They both support real time in game cooperative map editing, even in the middle of a network game. Several people can be editing the one level while others are running around killing each other in the same level.
Cube builds it's entire world from rectangular columns which come out of the floor and ceiling (so no room over room situations). Sauerbraten's levels are kind of built by pushing and pulling corners of octree nodes, or something like that (rather hard to explain, so here's a video: http://www.youtube.com/watch?v=SPrJhhBoHrU ).
I've been thinking of looking at the Sauerbraten map format for a while, it would make an interesting editor for other engines. Although I still think an updated Build editor would be awesome.
![Smile :)](./images/smilies/icon_smile.gif)