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The 2009 Google Summer of Code was announced in February, 2009.  BZFlag is once again participating as a mentoring organization.  Given our enormously successful participation in the program in 2007 and 2008, we are very excited to be participating again.  We accepted 4 student project proposals for 2009.
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The 2009 Google Summer of Code was announced in February, 2009.  BZFlag will again be applying as a mentoring organization.  Given our enormously successful participation in the program in 2007 and 2008, we're very excited to be participating again and we're very happy to see the applications that were submittedBZFlag will be accepting student project proposals from March 23 until April 3.  Hints and tips on  [[Google_Summer_of_Code|getting started, preparing a submission, and the application process]] were available.
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= Promotion Flyers =
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We're now soliciting designs for our 2009 GSoC promotional flyer. If you are interested in providing a design, please contact us!
  
 
= Proposal Ideas =
 
= Proposal Ideas =
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=== Suggest your own idea ===
 
=== Suggest your own idea ===
 
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.
 
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.
 
'''Difficulty''': variable
 
 
 
=== Lots o' Bug fixing ===
 
'''''It is often very complicated, difficult, and sometimes not very glamorous but this is our top-priority for 2009.'''''
 
 
Basically, this project idea is right up in line with helping new developers become familiarized with the BZFlag code and to help us improve our code quality for an upcoming major release.  Propose fixing bugs.  You can propose fixing a lot of them or just a few, but you should be detailed and methodical in your approach.  Refactoring work related to fixing a bug is great.  A progressive/agile/iterative approach to identifying which bugs you intend to look into and fix would also be fantastic.
 
 
There is an extensive list of bugs that need to be addressed at https://sourceforge.net/tracker2/?group_id=3248&atid=103248 and http://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag/BUGS at your disposal.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Good problem solving and diagnostic skills
 
*(optional) Proficient with a debugger (you will be by the end)
 
  
 
'''Difficulty''': variable
 
'''Difficulty''': variable
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=== Cheat preventions ===
 
=== Cheat preventions ===
This task involves making BZFlag more robust towards preventing various cheats from working in the game.  This task implicitly requires adding protections on the server, moving game logic from the client to the server, and/or adding heuristics and other measures for detecting and dealing with cheat clients.  The student should have a strong grasp of the variety of BZFlag cheats that are available.  Please go into detail about which cheats you're interested in preventing and how you intend to employ those preventive measures. For information on known cheats, check out the [[Known Cheats]] wiki page. ''This is a high-priority idea.''
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This task involves making BZFlag more robust towards preventing various cheats from working in the game.  This task implicitly requires adding protections on the server, moving game logic from the client to the server, and/or adding heuristics and other measures for detecting and dealing with cheat clients.  The student should have a strong grasp of the variety of BZFlag cheats that are available.  Please go into detail about which cheats you're interested in preventing and how you intend to employ those preventive measures. For information on known cheats, check out the [[Known Cheats]] wiki page.
  
 
'''Requirements''':
 
'''Requirements''':
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=== Modularization of game logic ===
 
=== Modularization of game logic ===
Much of the game logic is presently mixed in with BZFlag's graphics code. This lack of organization make it difficult to find code when necessary, and does not allow bzfs, bzrobots, or other tools to utilize the game logic. The game code should be modularized into [[DevelopmentGoals#libGame|libgame]] so that all that is left in the client code is the graphics subsystem. This will also ease the possible future integration of a 3D graphics engine. ''This is a high-priority topic.''
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Much of the game logic is presently mixed in with BZFlag's graphics code. This lack of organization make it difficult to find code when necessary, and does not allow bzfs, bzrobots, or other tools to utilize the game logic. The game code should be modularized into [[DevelopmentGoals#libGame|libgame]] so that all that is left in the client code is the graphics subsystem. This will also ease the possible future integration of a 3D graphics engine.
  
 
'''Requirements''':
 
'''Requirements''':
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=== Modularization of OpenGL logic===
 
=== Modularization of OpenGL logic===
BZFlag's graphics code is (unfortunately) spread throughout the codebase with OpenGL calls being made in thousands of places.  The goal of this project would be to encapsulate *all* of the OpenGL calls into one place as a first step towards encapsulating all of the graphics code so that we can adopt a 3D rendering engine.  This project should not be to integrate with an engine, though, as there's too much that needs to happen beforehand.  Step one is getting all of the graphics code contained. ''This is a high-priority topic.''
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BZFlag's graphics code is (unfortunately) spread throughout the codebase with OpenGL calls being made in thousands of places.  The goal of this project would be to encapsulate *all* of the OpenGL calls into one place as a first step towards encapsulating all of the graphics code so that we can adopt a 3D rendering engine.  This project should not be to integrate with an engine, though, as there's too much that needs to happen beforehand.  Step one is getting all of the graphics code contained.
  
 
'''Requirements''':
 
'''Requirements''':
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=== Network Testing and Simulation Environment ===
 
=== 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. ''This is a high-priority topic.''
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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.
  
 
'''Requirements''':
 
'''Requirements''':
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'''Difficulty''': medium
 
'''Difficulty''': medium
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=== Lots o' Bug hunting ===
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Basically, this project idea is right up in line with helping new developers become familiarized with the BZFlag code and to help us improve our code quality for an upcoming major release.  Propose fixing bugs.  You can propose fixing a lot of them or just a few, but you should be detailed and methodical in your approach.  Refactoring to fix a bug is fantastic.  A progressive/agile/iterative approach to identifying which bugs you intend to look into and fix would also be great.
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There is an extensive list of bugs that need to be addressed at https://sourceforge.net/tracker2/?group_id=3248&atid=103248 and http://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag/BUGS at your disposal.
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'''Requirements''':
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*Familiarity with C/C++
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*Good problem solving and diagnostic skills
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*(optional) Proficient with a debugger (you will be by the end)
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'''Difficulty''': variable
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==Additional Project Ideas ==
 
==Additional Project Ideas ==
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*Familiarity with C/C++
 
*Familiarity with C/C++
 
*Ability to read through other people's code
 
*Ability to read through other people's code
*Basic GUI, interaction, and usability design
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*Basic GUI and usability design
*Acceptance testing
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'''Difficulty''': high
 
'''Difficulty''': high
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*Familiarity with C/C++
 
*Familiarity with C/C++
 
*GUI, usability, and interaction design
 
*GUI, usability, and interaction design
*Acceptance testing
 
  
 
'''Difficulty''': low
 
'''Difficulty''': low
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'''Difficulty''': low
 
'''Difficulty''': low
  
 
=== Finish server-side players ===
 
BZFlag includes players that can be run and managed from the server through a server-side plug-in.  Unlike the client-side BZRobots project, server-side robots have entirely different issues that they have to account for and information that they have access to.  This project would entail taking the work that has already been started to completion.  As this is a continuation, please do contact the developers before proposing this idea to determine the current status and work required.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Ability to pick up a work-in-progress
 
 
'''Difficulty''': medium
 
  
 
=== Dead Reckoning and other Networking Enhancements ===
 
=== Dead Reckoning and other Networking Enhancements ===
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'''Difficulty''': high
 
'''Difficulty''': high
 
 
=== Two-player tanks ===
 
This always gets some folks excited, but you will have to have already done a lot of research and make a good proposal before this idea will be considered.  That said, the topic of having two-player tanks where only one player drives and the other player only shoots has come up many times over the years.  BZFlag doesn't allow turret control specifically as a game design feature.  An initial two-player tank arrangement would probably not deviate from that requirement initially.  Lots of testing, interaction, and feedback are required for this feature to make it to release given how much it potentially would affect gameplay.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Strong ability to read through existing code
 
*Acceptance testing
 
 
'''Difficulty''': high
 
(the implementation itself is not hard at all, the acceptance testing will be)
 
 
 
=== 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 3-D 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.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Familiarity with SDL
 
 
'''Difficulty''': low
 
 
=== Cross-server communications system ===
 
''This project is a continuation of a previous GSoC project.  Please contact the developers before proposing this idea to determine the current status of the work and how you can help continue the effort.''
 
 
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.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Familiarity with networking applications
 
*Acceptance testing
 
 
'''Difficulty''': low
 
 
 
===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.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Familiarity with GUI, interaction, and usability design
 
*Acceptance testing
 
 
'''Difficulty''': low
 
 
 
=== Integrated BZFS web interface (aka BZ's WebAdmin plugin) ===
 
''This project is a continuation of a previous GSoC project.  Please contact the developers before proposing this idea to determine the current status of the work and how you can help continue the effort.''
 
 
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. There was a previous GSoC project that worked on a server-side plugin that provides this feature, but it needs a lot more work both on the interface and in the logic.  Be sure to discuss this with the developers before suggesting it.
 
 
'''Requirements''':
 
*Familiarity with C/C++
 
*Familiarity with GUI, interaction, and usability design
 
*Acceptance testing
 
 
'''Difficulty''': low
 
  
 
= Mentors =
 
= Mentors =
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* Scott Wichser (Blast/Blast007)
 
* Scott Wichser (Blast/Blast007)
 
* David Wollner (JB diGriz)
 
* David Wollner (JB diGriz)
* Joe VanOverberghe (joevano/Donny_Baker)
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* Joe VanOverberghe (Donny_Baker)
 
* James Lawrence (spldart)
 
* James Lawrence (spldart)
* Bernt Hansen (Thumper_)
 
* Jeff Makey (BulletCatcher)
 
* Jørgen Pedersen Tjernø (jorgenpt)
 
* Joshua Bodine (Constitution)
 
  
 
[[Category: Development]]
 
[[Category: Development]]

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