Game development: Difference between revisions
Line 73: | Line 73: | ||
*: Ben? get Jason dlr to talk about XOs; accept pro bono liaison offers. Have a site-section to sign up... ''laptop.org''? |
*: Ben? get Jason dlr to talk about XOs; accept pro bono liaison offers. Have a site-section to sign up... ''laptop.org''? |
||
*: Places to gather to show off; SF/CMU/CAM? |
*: Places to gather to show off; SF/CMU/CAM? |
||
==== Timelines ==== |
|||
'''First 2 weeks in April''' |
|||
* Meet in person; Cam / CMU (both?) |
|||
*: Turn out a document to show the world what we want / expect |
|||
*: Set 9-month calendar |
|||
'''May & June sprints''' |
'''May & June sprints''' |
||
* prep for a v1.0 in July -- have sprints in Cambridge? school's out. cf. CMU's 2-wk sprints all fall. |
* prep for a v1.0 in July -- have sprints in Cambridge? school's out. cf. CMU's 2-wk sprints all fall. |
||
* articulate 9-month cal including Austin, for full-game devs. |
* articulate 9-month cal including Austin, for full-game devs. |
||
'''July XO dev conference''' |
|||
* Something to prepare for / develop for |
|||
*: Set up piggybacking on fall events. |
|||
Revision as of 20:35, 18 March 2007
The XO Laptops need a true Game SDK but the bigger mission goes beyond that.
SDKs and more
We actually need multiple elements delivered over the course of the year as follows:
1. A True Game SDK that involves low-level open-source tools stitched together properly to provide a clear means for building and running games on the XO. Essentially DirectX for the laptops is a good analogy. This should include a proper graphics, sound, input API as well as other specialized things like camera API, support for b/w mode, etc.
2. A Flash Based solution (using GNASH) which we can certify and support as being compatible in some form for various games that push flash. We need to take some flash games and throw them against GNASH on XO and derive what works and what doesn't and essentially create two documents - one for the GNASH team to use to improve compatibility and one for developers to use to inform changes on their end.
3. We need tools and any level of game middleware we can help create. Be it PyGame, a tiled scrolling engine, etc. but this would be a second layer on top of core libraries that developers would use. This also includes content creation tools that let people create graphics, sounds, etc. In that regard it may just be proper documentation but we may also want graphical drawing tools right on the laptop to help as well. Some of these tools might end up formulating on-laptop tools for kids.
4. We need a true emulation capability for the PC/Mac. An emulator would simulate the entirety of the laptop not just an OS port. It would simulate speed, it would simulate keyboard layout, buttons, camera, etc. We need to figure out also how to deliver on a means of compiling to the laptop in such a way to integrate an IDE with the tools we build.
5. We need on-laptop tools to help kids build their own games. Ideally this might be two or more environments -- one programmatic in nature and another that is more likely a visual system for building games. It might even be a suite of tools that let you build different types of games like adventure games, tiled scrollers, etc.
- --Ben Sawyer
Meetings
March 18
- What big picture decisions can we make about each of the above needs? How can we get them properly developed in unison?
- Weekly meetings. Are Sundays good?
- What do developers really need and by when? --guidelines for 2D, 3D graphics, networking, working w/sugar, size/footprint, common libraries
- What names do we need to reach out to? why? where? etc. --see below
- What sorts of deadlines can we set?
- What process and structure needs to drive the next 12 weeks forward? (deadlines, updates)
- Where should development be centered and how do we create a means for making tough decisions?
- Who houses this work? Who makes sure builds are working and certified?
- Who does documentation?
- Kent: SDL, Ben & Peter: Khronos,
- Ben: high-level games, general notes
- Ian, Rob, Gnash-doc-writer: Gnash
- Jesse: CMU? Panda development.
- <Java... Stefano?>
- Kent: SDL, Ben & Peter: Khronos,
- How do we link this work into the core XO OS design group / get involved with that development?
- Docs on how to take part.
- What should a developer program look like?
- Specifically what should we be able to tell developers now, in a few months, in the future, and what do we want them to make, to build?
- Ben? get Jason dlr to talk about XOs; accept pro bono liaison offers. Have a site-section to sign up... laptop.org?
- Places to gather to show off; SF/CMU/CAM?
Timelines
First 2 weeks in April
- Meet in person; Cam / CMU (both?)
- Turn out a document to show the world what we want / expect
- Set 9-month calendar
May & June sprints
- prep for a v1.0 in July -- have sprints in Cambridge? school's out. cf. CMU's 2-wk sprints all fall.
- articulate 9-month cal including Austin, for full-game devs.
July XO dev conference
- Something to prepare for / develop for
- Set up piggybacking on fall events.
specific platforms
SDL: "It needs to start working nicely on the XO." -- orospakr
C/++
Gnash and Flash
Java
[Other] Low-level APIs
|
Game platforms
3D and animation platforms
Audio
Inputs
Network
|
New platforms components
Define requirements: physics, tiles, animations, sound, events... glass legos Emulation
|
High level languages
Zork engines
story engines
visual programming
arcade and spatial
|
Notes
- Cameras : Check with Richard M & Jamil M about Sony's cam labs -- Ben S
- Shadow Garden, from GDC '03, SIGGRAPH '06 : cameras --> projection --> distance detection
- David Chait - x games dev; gl es
- Note from the Khronos group : open source tools 'facing group' for marketing. Send memos to khronos.org...
- Ben S and Peter -- update on Khronos support next week
next steps
- schedule another meeting to go over specifics, with devs from related projects.
- First week of April? Can Carnegie-Mellon host?
- Writing a spec of what we need for SDL, and other low-level implementations: Kent
- Writing about network and mesh offerings (P2P size, limiting factors): ??
- Note what server apis might be interesting/useful here [available within some network distance, reliability, ...]: <>
- 3D update : Ben S & Peter
- Server spec (beyond networking): <>
- Have Ian work on Flash games this week.
Portable platforms
Some notes on game development for various portable platforms. Quotes below from Wikipedia unless otherwise noted.
Palm OS
- Interface: touchscreen
- Development tools include "CASL, AppForge Crossfire (which uses C#) and Handheld Basic or HB++ (which uses Visual Basic)... A Java Run time Environment is also available for the Palm OS platform, however it isn't shipped as standard on non-Treo[s]" and Plua, which requires an additional runtime to be installed.
- Garnet, Cobalt
- "Palm OS Garnet applications are primarily coded in C/C++. There's an open source compiler tool chain prc-tools, based on an old gcc. PRC-Tools lacks several of CodeWarrior's features... a version is included in the Palm OS Developer Suite (PODS). OnBoardC is a C compiler that runs on the Palm itself." Wikipedia 1
- "Palm OS Cobalt applications are coded in a variation of gcc, but the compilers have fewer limitations."
PPC platforms
Treo
Interface: keyboard, touchscreen, arrow key/wheel
GBA
PSP
Released by Sony in America in march in 2005 and in september 2005 in Europe and Australasia. The PSP has a large screen and the is a directional pad, analog stick and the playstation face buttons. There are also two shoulder buttons and interface control buttons (start, select and volume control).
There are also peripherals to add different inputs to the PSP
- microphone
- camera
- gps unit