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Topics - Skeggox

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DF General Discussion / Obsidian: Progress Reports
« on: May 23, 2010, 07:06:08 pm »
V0.01
Got the framework (Console, Lua and basic Render engine) up and running.
Spoiler (click to show/hide)

V0.02
Setup the build system for creating dynamic-loading Lua modules, and implemented a module for the DevIL image manipulation library. You can now use Obsidian to load practically any image, and save it to practically any format. DevIL can do a lot of other stuff, but I'll add them to the module as required
Spoiler (click to show/hide)

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I was thinking the first Obsidian competition (I like those - they stimulate the users into awesomeness) will be:

Design a logo for Obsidian!

Yeah, I need a logo for the splash screen.

Your prize - you can sign the image and go in the credits and one day when thousands of players use this tool (here's to hoping), your work will be the first thing they see.

Your inspiration:

This is an obsidian logo. All craftdwarfship is of the highest quality. This object menaces with spikes of Lua. It is encircled with bands of OpenGL. On the item is an image of a fortress. The fortress is being rendered in 3D.


I don't know how much time the artists will need, so I'm going to wait until we have at least 3 serious entries, before I add a poll to see who is the winner. If more time is needed, just yell.

P.S. You can also use this as an excuse to get any artistic person introduced into the wonderful world of alcoholic suicidal midgets, so spread the word, please?

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DF General Discussion / Obsidian: A new DF 3D visualizer toolset
« on: May 23, 2010, 02:37:54 am »
Hi all!

I am an avid fan of Visual Fortress, and am missing it terribly. With Baboonanza so graciously opening up the source code, I thought I'd try my hand at reviving it in a new guise.

From reading the Visualizer thread, I noticed that the biggest problem was lack of flexibility - with each new iteration of DF the visualizer needs to be updated (or at least a new Memory.xml needs to be figured out), and it isn't easy to add features like exporters for offline rendering (think dumping the geometry into a povray file and running it through a raytracer, etc).

So, the new project will be open-source from the start and based around a Lua framework that ties together modules. Modules would be things like DFHack, Baboonanza's DF geometry engine, and a collection of importer/exporters. Modules will be separately built shared libraries, so updating the visualizer to a new version of DF will be as simple as downloading the latest DFHack shared library binary. And if the API for a module changes all we need do is update the Lua framework files.

The better news is that the project is based completely on open source, cross platform tools and libraries. It uses CMake for configuration, so any build system with a CMake generator can be used (Linux, Mingw32, Cygwin, Borland C++, MSVC, etc.) I'm currently developing it on Mingw32 for Windows, but getting a Linux build up and running should be an afternoon's work.

I'll be making it available via GitHub soon, once I have something workable. So far I have console support, a basic multi-threading framework, a Lua engine and a Rendering engine (using GLUT) up and running. Currently all it does is show a rendered triangle and allows interactive Lua commands in a console window. But it is a start :)

Next up I'll be working on a basic material and scene manager. Most of it will come from existing code in Visual Fortress, so I'm skipping a lot of trial and error. Yay! Thanks B!

I am an engineer with professional game developer experience (think one of the big studios like EA, Ubisoft, Bioware, etc.) so I would like to think I know what I'm doing. But I'll need a lot of help, especially with artistic content and project management.

Any volunteers?

- Someone to manage the Linux and Mac builds would be awesome (I'm an Archlinux fan myself, but have to use Windoze at home for business reasons).
- A render expert to help with the rendering side of things (I have a bit of rendering experience, but not in OpenGL, and if I have to spend the time to learn it first it will take forever)
- A texture and model artist. Visual Fortress has a fair amount of existing content (and I know how to import it) but the collection will need tweaking and growing.
- A community manager - someone to set up a wiki, bug tracker, keep track of things happening in forum threads, create a gallery of visualizations, organize competitions etc.

The size of the response to this initiative will determine how much time I will commit to it. I'm doing it currently for the technical challenge and educational value (plus I really want to see my megaprojects in raytraced glory), but if enough people pitch in we can make this a big thing.

Oh, I'm calling it Obsidian (water + magma = obsidian, and DF + 3D = Awesome, thus Obsidian = Awesome)
 8)

Skeggox

(P.S. Spread the word, please)

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