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Deeplayer 3D is a game-engine project, cross-platform, open-source,
that will initially target the space-sim games category, but will
eventually encompass other 1st person genres. We have 7 ambitious goals:
- Our first goal is to achieve
seamless flow between space-flight, atmospheric flight and ground
walking or transportation; both for exterior and indoor settings;
across worlds, and maybe galaxies.
- Our second goal is to make
this engine capable of extreme realism: Unlike many other game-engines,
the default settings it will present to modders are for
accurate physics, accurate optics, and presently in use, --or at
least forseeable-- technologies. Deviations from such
realities, be they "shields", "FTL", "Warp Drives" or "Wormholes", will
either be available as options, or realisable through .dll/.so overrides.
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Our third goal is to have powerful generative algorithms that can
produce consistent, pseudo-random universes, worlds, cities, (npc)
people, names; and simulate dynamic economies, trade, piracy and all
those things we take for granted in real life, but often find missing in
game worlds.
- Our fourth goal is to provide a
comprehensive set of tools for game creation: model/scene viewer, material
creation and catalogging tool, a game configuration GUI, a GUI builder,
galaxy-, system-, planet-, city, flora-, fauna-, NPC-, race-, faction-,
ship-class-, etceteras- creation --and/or auto-generation control--
tools; sound archiver, testing and validation tools, and many more. 'The Devil is in the Tools', we say.
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Our fifth goal is to produce excellent code: Readable, testable,
flexible, extensible and comprehensible. To make use of the best
methods and technologies available: Design Patterns, well chosen
'idioms'; and to build upon excellent frameworks and libraries: Ogre3D,
OPAL, STLport, boost, libnoise, etceteras. Free and open source, and built
upon free and open source foundations.
- Our sixth goal is for
this engine to be far ahead of its time in terms of performance and
visual quality. We shall cut no corners on the performance department:
Expect inline Assembler code to be as common as C++ throughout the
sources, as well as carefully chosen data structures and algorithms.
- Our seventh goal is to make our own game, even while working on the engine's development. The name is Tadpole.
The project has barely just started, as of this writing: September 22,
2006 was its birthday. Happy Birthday! The founding members are Zeog,
NPhillips, MKruer and myself: chuck_starchaser. Zeog and myself are the software designers and
coders; MKruer is our official researcher (if he can't find it, it don't exist), and NPhillips is our artist,
modder, modeller and website designer. There will be journals here,
soon; but, for now, the best place to track our progress is at the
Deeplayer 3D Forum. See 'ya there..
chuck_starchaser
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