Open Source Real Time Strategy Game Engine

Open Source Real Time Strategy Game Engine

Post by ctrlso » Tue, 12 Feb 2002 04:24:29



hi!

There are quite some good real time strategy games available for
linux. I haven't seen any for unix yet, apart from freecraft. Are
there more you could point me to? Searching at freshmeat didn't help a
lot.

I was wondering whether developing a RFC for a flexible network
protocol for real time strategy games would be what the community
needs(jabber is another good example of such a project: open protocol,
variety of clients on a variety of platforms, extendable).

Opinions, anyone ? ;-P

Jelmer <jelmer at nl dot linux dot org>

 
 
 

Open Source Real Time Strategy Game Engine

Post by Matthew Palme » Fri, 15 Feb 2002 16:56:42


ctrlsoft is of the opinion:

Quote:> There are quite some good real time strategy games available for
> linux. I haven't seen any for unix yet, apart from freecraft. Are
> there more you could point me to? Searching at freshmeat didn't help a
> lot.

I presume you're thinking in the Ultima Online genre, or perhaps more of an
online game of Risk?

Quote:> I was wondering whether developing a RFC for a flexible network
> protocol for real time strategy games would be what the community
> needs(jabber is another good example of such a project: open protocol,
> variety of clients on a variety of platforms, extendable).

Open protocols are good, and a stable, multi-platform implementation of the
standard is even better.  The difficulty is that the hard part of games is
the gameplay, and working out ways of making the UI reflect the gameplay in
a sane fashion.  The performance aspect, too, tends to crowd things out.

Basically, unfortunately I don't think that a standardised network protocol
is going to bring on a sudden flood of open source real-time strategy
games, because it's the gameplay and UI that's difficult, not the protocol.

Feel free to blow me out of the water, though, since this isn't my
speciality.

--
-----------------------------------------------------------------------
#include <disclaimer.h>
Matthew Palmer


 
 
 

Open Source Real Time Strategy Game Engine

Post by Christopher Brown » Sat, 16 Feb 2002 00:55:35



Quote:> ctrlsoft is of the opinion:
>> There are quite some good real time strategy games available for
>> linux. I haven't seen any for unix yet, apart from freecraft. Are
>> there more you could point me to? Searching at freshmeat didn't
>> help a lot.
> I presume you're thinking in the Ultima Online genre, or perhaps more of an
> online game of Risk?
>> I was wondering whether developing a RFC for a flexible network
>> protocol for real time strategy games would be what the community
>> needs(jabber is another good example of such a project: open
>> protocol, variety of clients on a variety of platforms,
>> extendable).
> Open protocols are good, and a stable, multi-platform implementation
> of the standard is even better.  The difficulty is that the hard
> part of games is the gameplay, and working out ways of making the UI
> reflect the gameplay in a sane fashion.  The performance aspect,
> too, tends to crowd things out.
> Basically, unfortunately I don't think that a standardised network
> protocol is going to bring on a sudden flood of open source
> real-time strategy games, because it's the gameplay and UI that's
> difficult, not the protocol.
> Feel free to blow me out of the water, though, since this isn't my
> speciality.

... And it sort of begs the question of whether or not there's
anything inherent in _GAME_ playing that dictates having a
specifically GAME-oriented RPC system.

There are perfectly good RPC systems out there that might be used to
support game control.

- CORBA probably has the downside of not always penetrating firewalls;

- SOAP pushes XML across HTTP, which has the upside of being "firewall-
  compliant," but the downside of being pretty heavyweight in terms of
  network bandwidth usage and of parsing;

- Isect <http://pweb.netcom.com/~tgagne/index.html> is a portable
  messaging middleware package that could be interesting;

- There are a number of implementations of JMS (Java Messaging
  Service) that could be useful for this;

- MidWay <http://www.mid-way.org/>

- Distributed Objects (schemes patterned after NeXT DO)

- Casbah LDO

These are the sorts of things worth evaluating.  Various of them
involve quasi-formalized standards, but none have the word "game" in
them, so might all be unacceptable to someone who wants to make up a
protocol called GROPE (Game Requests Object Programming Environment).
--

http://www3.sympatico.ca/cbbrowne/corba.html
"I have never seen anything fill up a vacuum so fast and still suck."
-- Rob Pike on X

 
 
 

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This is a multi-part message in MIME format.

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Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

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Content-Type: image/gif; name="screen.gif"
Content-Transfer-Encoding: base64
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<encoded_portion_removed>
W1xIBbqD6IoaoymlGqpN+zT84DasGn2tOjZi46gd4RECAgA7
--------------1FF1387504--

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3. Doom-like 3D Game Engine - Source Code Available

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