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Difference between revisions of "CrystalSpace client"

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(Moved category to Development)
m (This is an old idea, the info is good but not part of the current development effort)
 
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An ongoing effort is to provide bzflag with a [http://crystalspace3d.org crystalspace]  client.
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{{IdeaDesign}}
  
The version is very experimental and it is compatible with the 2.0 version. It will be only available via CVS, you can get it using the branch v2_0_cs_branch.
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The Crystal Space client was an effort is to provide implement the BZFlag client using the a [http://crystalspace3d.org crystalspace] 3d engine and application framework. Development work never progressed past an inital prototype and was not picked up by the mainline system.
  
In the current status, the client is playable, but has less functionalities than the stable release, so don't get it unless you want to help that development.
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The current version is very experimental but, is compatible with all 2.0.x servers. It will be only available via SVN, using the v2_0_cs_branch.
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Currently, the client is playable, does not contain all the features of the stable release. It is not recommended as a playing client, only to be used for development.
  
 
That is the plan on the development, subject to change without any prior notification:
 
That is the plan on the development, subject to change without any prior notification:
 
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[[Image:Crystal001.jpg|thumb|450px|right|Tank redone]]
# Integrate bzflag client in the Crystal-Space framework, particularly regarding the event handling nature of it. <span style="color: rgb(255, 0, 0);">(done)</span>
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# Integrate BZFlag client in the Crystal-Space framework, particularly regarding the event handling nature of it. <span style="color: rgb(255, 0, 0);">(done)</span>
 
# Handle the command line interface a la Crystal-Space: <span style="color: rgb(255, 0, 0);">(done)</span>
 
# Handle the command line interface a la Crystal-Space: <span style="color: rgb(255, 0, 0);">(done)</span>
 
#* Option values separated by '=' instead of ' '
 
#* Option values separated by '=' instead of ' '
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#* Request of option on the command line using CS API
 
#* Request of option on the command line using CS API
 
# Joystick handling done from Crystal Space <span style="color: rgb(255, 0, 0);">(done)</span> This is actually having less functionality of native porting, as the force feedback is missing. I'll think I'll revert the joystick change when the work will go further.
 
# Joystick handling done from Crystal Space <span style="color: rgb(255, 0, 0);">(done)</span> This is actually having less functionality of native porting, as the force feedback is missing. I'll think I'll revert the joystick change when the work will go further.
# Initialize the 2d renderer engine. Should be compatible with openGL, so sdl is not an available option
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# Remove the open GL calls from BZFlag <span style="color: rgb(255, 0, 0);">(mostly done)</span>
# Crystal-Space manages the mouse, as far as possible.
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# Crystal-Space manages mouse and keyboard, as far as possible.<span style="color: rgb(255, 0, 0);">(done)</span>
# Crystal-Space manages the keyboard, as far as possible.
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# A world with a fixed sky with sun, the ground, and a wall all around the field. All done in XML using the CS rendering API and a camera.<span style="color: rgb(255, 0, 0);">(partially done, missing the real time update, the moon and the stars)</span>
# Remove all the opengl from bzflag and start to render the Tank using the CS API
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# Reintegrate the 2D element like text and hud <span style="color: rgb(255, 0, 0);">(mostly done)</span>. Some problem with the text, using bitmap instead of texture, and coordinate system in the 2d renderer.
# Build the world element using CS API
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# Tank models integrated, only a fixed size tank <span style="color: rgb(255, 0, 0);">(done)</span>
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# Build the world element using CS API (need to fix use of material)
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# Add shot
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# Add the radar renderer, using a procedural texture.
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# Change configuration file using the CS format
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# Rework the debugging functionality (like screenshot and FPS) using the bugplug plugin, but controllable with the old way (T for FPS, F5 for screenshot, both configurable from option)
 
# Build the Menu selection using the [http://www.cegui.org.uk Crazy Eddie GUI]
 
# Build the Menu selection using the [http://www.cegui.org.uk Crazy Eddie GUI]
# Rewrite the collision detection code using the [http://ode.org/ ode] plugin
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# Rewrite the collision detection code using the [http://ode.org/ ode] plug-in
# Ship it!
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# Network layer done using a parallel thread that communicate with the engine
 
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# Ship it! Actual ship should be done continuously during the development, to gain acceptance of the product
My idea is to have at any stage of development a working client, so we can see the product and change the direction of development at an early stage, if that is required, or abandon this idea at all.
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Actual work on this project is off line the 2.2 release. If the integration succeed, and the performance indicators are ok, only then we can think this work is good for formal release on whatever version is available at the moment. As probably crystal space is not going to be supported on ''alien'' architectures, the goal is not to substitute the old client, but to provide an enhanced version of it. We'll see.
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The idea is to have at any stage of development a working client, so we can see the product and change the direction of development at an early stage, if that is required, or abandon this idea at all.
  
Any developer is invited to contribute, having time and wish. I just ask to coordinate the effort with me. (atupone)
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Actual work on this project is on the 2.0.x branch, as to not delay the the 2.2 release. If the integration is successful, and the performance is acceptable then we can look into putting this work into a production release. Crystal Space, being a 3rd party library may have limited support for some of the less popular Operating Systems, as such support for those may be more difficult. Crystal Space does support the majority of our popular Operating Systems, including IRIX and Solaris.
  
[[Category:Development]]
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All developers are invited to contribute if they have the desire. It is just asked that work be coordinated with the author and originator of the project, [[Alfredo Tupone]].

Latest revision as of 08:29, 10 February 2013

Picture Frame.png This page contains a design document for an possible enhancement or feature. It is a work of collaborative design and has not been accepted as a development goal at this time. The final implmented feature if any may differ from the information on this page. If you are not part of the development or design group, please post comments and suggestions on the talk page and not in the middle of the design.


The Crystal Space client was an effort is to provide implement the BZFlag client using the a crystalspace 3d engine and application framework. Development work never progressed past an inital prototype and was not picked up by the mainline system.

The current version is very experimental but, is compatible with all 2.0.x servers. It will be only available via SVN, using the v2_0_cs_branch.

Currently, the client is playable, does not contain all the features of the stable release. It is not recommended as a playing client, only to be used for development.

That is the plan on the development, subject to change without any prior notification:

Tank redone
  1. Integrate BZFlag client in the Crystal-Space framework, particularly regarding the event handling nature of it. (done)
  2. Handle the command line interface a la Crystal-Space: (done)
    • Option values separated by '=' instead of ' '
    • Own handling of -help
    • Request of option on the command line using CS API
  3. Joystick handling done from Crystal Space (done) This is actually having less functionality of native porting, as the force feedback is missing. I'll think I'll revert the joystick change when the work will go further.
  4. Remove the open GL calls from BZFlag (mostly done)
  5. Crystal-Space manages mouse and keyboard, as far as possible.(done)
  6. A world with a fixed sky with sun, the ground, and a wall all around the field. All done in XML using the CS rendering API and a camera.(partially done, missing the real time update, the moon and the stars)
  7. Reintegrate the 2D element like text and hud (mostly done). Some problem with the text, using bitmap instead of texture, and coordinate system in the 2d renderer.
  8. Tank models integrated, only a fixed size tank (done)
  9. Build the world element using CS API (need to fix use of material)
  10. Add shot
  11. Add the radar renderer, using a procedural texture.
  12. Change configuration file using the CS format
  13. Rework the debugging functionality (like screenshot and FPS) using the bugplug plugin, but controllable with the old way (T for FPS, F5 for screenshot, both configurable from option)
  14. Build the Menu selection using the Crazy Eddie GUI
  15. Rewrite the collision detection code using the ode plug-in
  16. Network layer done using a parallel thread that communicate with the engine
  17. Ship it! Actual ship should be done continuously during the development, to gain acceptance of the product

The idea is to have at any stage of development a working client, so we can see the product and change the direction of development at an early stage, if that is required, or abandon this idea at all.

Actual work on this project is on the 2.0.x branch, as to not delay the the 2.2 release. If the integration is successful, and the performance is acceptable then we can look into putting this work into a production release. Crystal Space, being a 3rd party library may have limited support for some of the less popular Operating Systems, as such support for those may be more difficult. Crystal Space does support the majority of our popular Operating Systems, including IRIX and Solaris.

All developers are invited to contribute if they have the desire. It is just asked that work be coordinated with the author and originator of the project, Alfredo Tupone.