Google Summer of Code

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Revision as of 20:01, 25 March 2007 by Learner (Talk | contribs) (Preparing an Application)

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BZFlag has been accepted to participate in the 2007 Google Summer of Code. We are currently accepting applications and proposals to work on BZFlag; please apply through Google. While there are lots of Ideas floating around of varying utility to the game, the ideas listed below are specific areas that we are interested in seeing worked on as part of the GSoC. These tasks are selected according to the overall impact that they can make to the game, feasibility of implementation within two or three months, and overall interest in having such modifications made to BZFlag. While there's no guarantee that work on any code will be integrated, this is very much the desire and intention -- it is expected that students will interact on the #bzflag IRC channel on the Freenode network, abide by the DEVINFO rules, and focus on providing a clean maintainable implementation.

Preparing an Application

There is no specific format to applications, but you should be detailed in your approach and background information about yourself. Please state specifically what you intend to deliver and any implementation details you feel relevant such as what language you intend to use. C/C++ proposals are preferred though others will be considered. Please do not just submit the summaries contained below as they are high-level ideas. Your proposal should be detailed and more specific. Submit your application to Google HERE.

If you have talked with us on IRC about your SoC proposal, please include your IRC nickname somewhere in your proposal.

Early proposal submission is encouraged as it gives us more time to review your proposal in detail, comment on them, and potentially ask for additional input. Submitting closer to the deadline won't necessarily be a negative consideration as all submissions will be predominantly judged on their merit, but submitting early can be an advantage if your submission is similar to someone else's submission.

DO NOT JUST SUBMIT A CURRICULUM VITAE / RESUMÉ -- You should propose what you actually want to work on, how you intend to work on it, what you intend to DO, what you know about that task, some details about yourself, etc. Your ability to perform the task will be outright presumed, so propose a task you are comfortable and knowledgeable with performing.

Ideas marked with an "*" indicate that one or more entries have already been received for that idea. Multiple submissions to the same idea are still allowed and encouraged, though your application will be considered in comparison to others proposing the same idea.

Proposal Ideas

Please note that you are also welcome to apply with your own original ideas. You may wish to run them by one of the developers beforehand, as there are some ideas which will not be accepted regardless of the quality of the application and applicant, due to desire to preserve the scope and focus of the project.

Dead Reckoning and other Networking Enhancements

The basic idea is to improve BZFlag's networking by performing dead reckoning on the server along with context-sensitive packet delivery culling. Much work has gone into the game towards moving more and more of the game state to the server, but there is additional migration and protocol changes required. Similarly, network utilization can be optimized by not relaying certain packets (like miniscule position updates to distant players) based on the current game state. Some useful background reading for this task include "Fairness in Dead-Reckoning based Distributed Multi-Player Games (pdf)" and "Accuracy in Dead-Reckoning Based Distributed Multi-Player Games (pdf)".

Graphics Engine Integration

One of the long-standing desires for BZFlag is to improve the graphics capabilities in the game by integrating with an existing rendering engine. This task would be to integrate BZFlag with a graphics engine like OGRE, Crystal Space, OpenSceneGraph, or Irrlicht.

Headless Artificial Intelligence Agent

This task involves creating a clean stand-alone version of the game client that is headless (i.e. requires no GUI to run), programmable, and scriptable. Ideally, a programming interface that is compatible with an existing framework such as the Robocode API should be made available for controlling AI tank players so that collaboration with other AI efforts can be leveraged. A scripting interface (perhaps using SWIG) should be provided on top of that API to allow dynamic control of the AI agents from a scripting language like Python, Ruby, Lua, Tcl, or Perl.

Global authentication daemon

The goal of this project would be to provide global account management system daemon that the client and servers would communicate with for account, group membership, and profile information. This effort preferably be written in C++, would need to talk to an LDAP server for persistent storage on the backend, and allow chaining across multiple daemons for data replication and failover service. The daemon would need to provide a well structured simple communications API that the game client and game servers can securely talk to.

Enhanced server listing

The game client includes a simplistic listing of publicly available servers. This task would involve significantly enhancing the listing section in BZFlag to allow for various sortings (e.g. ping time, country, name, etc), favorites, recently used, specific additional information on specific servers, and all existing information. The task would involve coming up with a user-friendly design that it fully keyboard-accessible. It could leverage external gui toolkits, use BZFlag's existing gui library, and/or extend the existing capabilities. The focus would be on creating an intuitive and informative listing enhancement within the constraints of the gaming interface.

World file layout and editing application

This task should produce an application for the creation/modification/arrangement of BZW map files and objects in a visual manner. The application should be designed in a cross platform compatible manner (ether some existing cross platform framework, or a built in platform system). The application should be able to manage all the existing structures in a BZW world file. Ideally, the application should also be able to import 3d meshes from other design applications. It would not be required to be able to dynamically edit meshes in the application.

Two-player tanks

Make modifications to the game such that it is optionally possible (e.g. via a server configuration) to allow multiplayer tanks where one player can only drive and the other can control the turret. The implementation would have to be some simple/intuitive interface to join and depart tanks as well as implemented in a fashion that preserves the "spirit" of BZFlag's operational simplicity.

Enhanced cross-platform multiple display support

Add the ability to effectively manage multiple display environments from within the game allowing for the detection, alignment/orientation specification, and resolution parameters for each display via menu options as well as proper full-screen and/or windowed support. An additional feature could involve allowing the user to dedicate a display to the various primary gui elements (the 3D environment, the radar, and the chat console). BZFlag's current context management is mostly handled by SDL or other platform-specific modules, so this could be taken into consideration. There's also the possibility of our move to an integrated graphics engine would similarly impact how multidisplay contexts are created and managed.

In-game profile management

BZFlag allows players to specify a callsign and team in addition to other player characteristics and preferences. This enhancement would focus on allowing the user to specify and manage multiple profiles from within the game. Profiles could be linked together and should be presented in an intuitive manner (proposal should highlight how you'd go about achieving that). The profiles would need to associate with global account information as well.

Integrated BZFS web interface

The BZFlag game server, BZFS, could benefit from having a browser-accessible http/https interface for viewing server statistics, setting various parameters, and otherwise controlling the server daemon while it is running. Similar to how your network router has a web interface for changing configuration parameters, this idea is simply to create this interface in a maintainable and portable manner. Please go into detail on how exactly you'd go about doing this.

Network Testing and Simulation Environment

This task should provide a controlled testing environment for simulating network behavioral characteristics, including the ability to change virtual network parameters to induce different network conditions of lag and packet loss. This environment should provide a viewer capability to observe interactions of BZFlag clients being tested from the perspective of the player, the server, and third-party observers. This simulation framework should work with the client and server directly so that testing of actual changes may be performed in a stand-alone environment.

Cross server communications system

This task would be the design and implementation of a server spanning chat system. It would allow players from one server to send chat messages to players on other servers. It should also be able to be used to allow players to know where there friends or "buddies" are playing if they are online. The system should tie into the central user name registration system. Added benefits would be the use of existing protocols or applications, such as Jabber or IRC, if they can be integrated cleanly. Support for using off-line apps for chat and friends list access as well as server management would be a plus.


BZFlag is always open to new development ideas and is under constant improvement. If you are familiar with BZFlag's current capabilities and would like to propose some new enhancement, we'd be happy to hear about. Please discuss any new ideas with the existing core developers (on our IRC channel), if only to make sure the ideas are in-line with the spirit and constraints of the game.

Promotion Flyers

BZGSoC2007 small.gif

Feel free to use the below flyer to help spread the word about our involvement with the Google Summer of Code. We'd love to hear about where all our flyer has been posted at through our IRC channel. Flyers have been translated to other languages that we have mentors for, though please submit your application in English. While many developers can converse (fluently) in other languages, we do ask that developer discussions be held in English where possible.

Mentors and Credits

Thanks to the following BZFlag developers for their participation as mentors:

  • Julio Jiménez Borreguero (aka jujibo aka Manu)
  • Sean Morrison (aka learner aka brlcad)
    • interested in AI and authentication list server services
  • Jeffrey Myers (aka JeffM2501)
    • interested in game editor
  • Daniel Remenak (aka DTRemenak aka Erroneous)
  • Mark Thomas (aka menotume)
  • David Trowbridge (aka purple_cow)
  • Alfredo Tupone (aka c3po)
    • interested in Crystal Space integration

Additionally, special thanks to others in #bzflag that have provided support and feedback including:

  • a_meteorite and DTRemenak
    • for proofreading and copy editing the GSoC submission
  • JeffM2501 and DTRemenak
    • for proof editing the promotional flyer
  • Saturos
    • for translating the promotional flyer to German
  • quantumdot and Manu
    • for translating the promotional flyer to Spanish
  • others...

Thanks for your interest and we look forward to seeing students apply!