mvBarracuda
9th October 2006, 11:06
Team name:
FIFE developing team.
Project name:
FIFE - Flexible Isometric Fallout(-like) Engine.
Brief description:
Just like the name of our project suggests we work on a new open source framework for isometric games. The engine started as a Fallout-only project but we recognized very fast that it offers the potential to be used as a general 2d ISO framework for the development of cross platform games.
The engine supports the assets of the original Fallout games but it is also suitable for creating even totally new 2D games. We are focusing on the creation of an engine itself but will bundle it with an example mod; so modders have a starting point to create their own games based on our engine.
Since we do not focus on the creation of a complete game we will be working on comfortable and easy-to-use editing tools. Engine and editor are planned to run on all flavours of Linux, Win32 and MacOSX.
The FIFE project is over 12 months in development now and we have released three public pre-alpha versions of the engine on sourceforge / freshmeat in January and May 2006. Another release is planned for the end of the year coming with the first version of our editor tool.
Target aim:
Open source GPL v2.0 (http://www.opensource.org/licenses/gpl-license.php); non-profit
Compensation:
We are confident that advanced coders will find it quite exciting to work on the creation and the designing of a whole engine with other experienced and passionate open source coders. But as we're a non-profit project the only thing we can provide is a way to express your love for open source software and the satisfying feeling to work on an ambitious project.
Technology:
Linux, Windows, MacOSX
C++, Boost library
SDL, OpenGL (optional)
Qt4 for the editor
SVN Sourcecode checkout: Engine
svn co https://svn1.cvsdude.com/fife/engine/trunk/core
SVN Sourcecode checkout: Editor
svn co https://svn1.cvsdude.com/fife/engine/trunk/fifedit
We are searching for:
Qt4 map editor developer
We had already found a developer for our map editor; he did even create design documents for it. Unfortunately he's quite busy at work currently so he can't invest much time into the project anymore. The first task for the editor developer would be to evaluate the current editor design documents and to decide which parts of them can be used and which ones need to be redesigned.
You can find them here:
http://wiki.fifengine.de/index.php?title=FIFEdit_Design_Document
http://wiki.fifengine.de/index.php?title=FIFEdit_Functionality
http://wiki.fifengine.de/index.php?title=FIFEdit_Structure
The goal is to create a map editor that is based on QT4 to create maps for FIFE. Major parts of the needed code are already implemented in the engine itself; this way we can reduce the amount of code to maintain. We'll simply link against our static engine library and "just" the editor specific features need to be written from scratch.
Planned tasks:
1. Evaluate the editor design documents.
2. Decide which parts can be reused and which ones need redesigning.
3. Integrate the engine into the editor. E.g. we to get the editor working together with our SDL / OpenGL render backends; otherwhise we would need to write an extra QT render backend for the editor. We already tried that in the past but the results weren't satisfying performance-wise, even on modern system. Another problem would be code duplication because a QT render backend would mean more code to maintain and it would needed to be kept up to date with the other backends. So we think "embedding" the SDL / OpenGL backends is the better way to go.
The best way to decide if this project is your cup of tea is to check out the "getting started"-guide (http://wiki.fifengine.de/index.php?title=Getting_started) and take a look at our current code base (http://wiki.fifengine.de/index.php?title=Subversion_repository).
Team structure:
Phoku - engine core designer & coder
Zahlman - engine core coder
Chris - engine core freelancer
ismarc - editor core designer & coder (inactive)
Cheesesucker - editor coder
Skybound - XMLmaps & script integration developer
RogerWilco - sound engine developer
IFooBar - MSVC 2005 porter
GIR - script integration developer
chewie - lua scripter / mod developer
mvBarracuda - project manager
My job as project manager is to keep the team together and to ensure that the communication structure inside the team works so everyone enjoys working on the project. Among other things I'm the official development wiki maintainer and take care of official and experimental Win32 builds of the engine.
Website:
Homepage (http://www.fifengine.de)
Development wiki (http://wiki.fifengine.de)
Development blog (http://mirror1.cvsdude.com/trac/fife/engine/blog)
Getting started guide for interested developers (http://wiki.fifengine.de/index.php?title=Getting_started)
Doxygen code documentation (http://docs.fifengine.de)
Design documents (http://wiki.fifengine.de/index.php?title=Category:Design_Documents)
Current release:
FIFE 2006.1 pre-alpha Win32 (http://prdownloads.sourceforge.net/fife/FIFE_2006.1_win32.exe?download)
FIFE 2006.2 experimental SVN builds Win32 (http://members.fifengine.de/bin/FIFE_r729_win32.exe)
Linux users better get the code from because we added a fair share of new code since our last official release.
Contacts:
IRC channel: http://wiki.fifengine.de/index.php?title=IRC
eMail: mvBarracuda@web.de
icq: UIN -> 98600423 (http://www.icq.com/whitepages/wwp.php?to=98600423)
Important:
You can either use our free XMLmaps with the engine or access the original Fallout maps with it. If you want to use the Fallout maps you will need a legit copy of Fallout 1 or 2. The FO 1/2 maps are far more advanced compared to our own XMLmaps; basically we just set some placeholder textures on them to have something that lets you start the engine without having to own Fallout. So if you want to experience the full beauty: give the Fallout maps a go.
To give you an impression about the status of the project we took sample screenshots of the current release (using the Fallout maps):
A very early version of FIFEdit, later abandoned:
http://screens.fifengine.de/editor_002_t.jpg (http://screens.fifengine.de/editor_002.jpg)
One of our XML maps:
http://screens.fifengine.de/2006.1.001_t.jpg (http://screens.fifengine.de/2006.1.001.jpg)
FIFE can handle different resolutions in spite of the original Fallout engine:
http://screens.fifengine.de/pre-alpha_002_t.jpg (http://screens.fifengine.de/pre-alpha_002.jpg)
The OpenGL render backend supports alphablending:
http://screens.fifengine.de/prototype1_015_t.jpg (http://screens.fifengine.de/prototype1_015.jpg)
Feedback:
Feel free to add whatever feedback you like :-) Critics will help us to improve the project.
FIFE developing team.
Project name:
FIFE - Flexible Isometric Fallout(-like) Engine.
Brief description:
Just like the name of our project suggests we work on a new open source framework for isometric games. The engine started as a Fallout-only project but we recognized very fast that it offers the potential to be used as a general 2d ISO framework for the development of cross platform games.
The engine supports the assets of the original Fallout games but it is also suitable for creating even totally new 2D games. We are focusing on the creation of an engine itself but will bundle it with an example mod; so modders have a starting point to create their own games based on our engine.
Since we do not focus on the creation of a complete game we will be working on comfortable and easy-to-use editing tools. Engine and editor are planned to run on all flavours of Linux, Win32 and MacOSX.
The FIFE project is over 12 months in development now and we have released three public pre-alpha versions of the engine on sourceforge / freshmeat in January and May 2006. Another release is planned for the end of the year coming with the first version of our editor tool.
Target aim:
Open source GPL v2.0 (http://www.opensource.org/licenses/gpl-license.php); non-profit
Compensation:
We are confident that advanced coders will find it quite exciting to work on the creation and the designing of a whole engine with other experienced and passionate open source coders. But as we're a non-profit project the only thing we can provide is a way to express your love for open source software and the satisfying feeling to work on an ambitious project.
Technology:
Linux, Windows, MacOSX
C++, Boost library
SDL, OpenGL (optional)
Qt4 for the editor
SVN Sourcecode checkout: Engine
svn co https://svn1.cvsdude.com/fife/engine/trunk/core
SVN Sourcecode checkout: Editor
svn co https://svn1.cvsdude.com/fife/engine/trunk/fifedit
We are searching for:
Qt4 map editor developer
We had already found a developer for our map editor; he did even create design documents for it. Unfortunately he's quite busy at work currently so he can't invest much time into the project anymore. The first task for the editor developer would be to evaluate the current editor design documents and to decide which parts of them can be used and which ones need to be redesigned.
You can find them here:
http://wiki.fifengine.de/index.php?title=FIFEdit_Design_Document
http://wiki.fifengine.de/index.php?title=FIFEdit_Functionality
http://wiki.fifengine.de/index.php?title=FIFEdit_Structure
The goal is to create a map editor that is based on QT4 to create maps for FIFE. Major parts of the needed code are already implemented in the engine itself; this way we can reduce the amount of code to maintain. We'll simply link against our static engine library and "just" the editor specific features need to be written from scratch.
Planned tasks:
1. Evaluate the editor design documents.
2. Decide which parts can be reused and which ones need redesigning.
3. Integrate the engine into the editor. E.g. we to get the editor working together with our SDL / OpenGL render backends; otherwhise we would need to write an extra QT render backend for the editor. We already tried that in the past but the results weren't satisfying performance-wise, even on modern system. Another problem would be code duplication because a QT render backend would mean more code to maintain and it would needed to be kept up to date with the other backends. So we think "embedding" the SDL / OpenGL backends is the better way to go.
The best way to decide if this project is your cup of tea is to check out the "getting started"-guide (http://wiki.fifengine.de/index.php?title=Getting_started) and take a look at our current code base (http://wiki.fifengine.de/index.php?title=Subversion_repository).
Team structure:
Phoku - engine core designer & coder
Zahlman - engine core coder
Chris - engine core freelancer
ismarc - editor core designer & coder (inactive)
Cheesesucker - editor coder
Skybound - XMLmaps & script integration developer
RogerWilco - sound engine developer
IFooBar - MSVC 2005 porter
GIR - script integration developer
chewie - lua scripter / mod developer
mvBarracuda - project manager
My job as project manager is to keep the team together and to ensure that the communication structure inside the team works so everyone enjoys working on the project. Among other things I'm the official development wiki maintainer and take care of official and experimental Win32 builds of the engine.
Website:
Homepage (http://www.fifengine.de)
Development wiki (http://wiki.fifengine.de)
Development blog (http://mirror1.cvsdude.com/trac/fife/engine/blog)
Getting started guide for interested developers (http://wiki.fifengine.de/index.php?title=Getting_started)
Doxygen code documentation (http://docs.fifengine.de)
Design documents (http://wiki.fifengine.de/index.php?title=Category:Design_Documents)
Current release:
FIFE 2006.1 pre-alpha Win32 (http://prdownloads.sourceforge.net/fife/FIFE_2006.1_win32.exe?download)
FIFE 2006.2 experimental SVN builds Win32 (http://members.fifengine.de/bin/FIFE_r729_win32.exe)
Linux users better get the code from because we added a fair share of new code since our last official release.
Contacts:
IRC channel: http://wiki.fifengine.de/index.php?title=IRC
eMail: mvBarracuda@web.de
icq: UIN -> 98600423 (http://www.icq.com/whitepages/wwp.php?to=98600423)
Important:
You can either use our free XMLmaps with the engine or access the original Fallout maps with it. If you want to use the Fallout maps you will need a legit copy of Fallout 1 or 2. The FO 1/2 maps are far more advanced compared to our own XMLmaps; basically we just set some placeholder textures on them to have something that lets you start the engine without having to own Fallout. So if you want to experience the full beauty: give the Fallout maps a go.
To give you an impression about the status of the project we took sample screenshots of the current release (using the Fallout maps):
A very early version of FIFEdit, later abandoned:
http://screens.fifengine.de/editor_002_t.jpg (http://screens.fifengine.de/editor_002.jpg)
One of our XML maps:
http://screens.fifengine.de/2006.1.001_t.jpg (http://screens.fifengine.de/2006.1.001.jpg)
FIFE can handle different resolutions in spite of the original Fallout engine:
http://screens.fifengine.de/pre-alpha_002_t.jpg (http://screens.fifengine.de/pre-alpha_002.jpg)
The OpenGL render backend supports alphablending:
http://screens.fifengine.de/prototype1_015_t.jpg (http://screens.fifengine.de/prototype1_015.jpg)
Feedback:
Feel free to add whatever feedback you like :-) Critics will help us to improve the project.