This will be a platform independent game engine. There are three versions: the Rogue engine can only use console graphics and text for games, the Dragonflight game engine has all graphic engines except OpenGL, and Battlezone is an OpenGL/vector graphic game engine.
The game engines and graphic(world) engines are named by famous/typical computer games.
As it says, Universum is primarly for creating worlds to play within and serves a lot of tools e.g. dialogue handling;
The games are stored as platform-independent, machine-code-like bytecode files,
separated from the game data. Therefore you are not bound to use a particular programming language, although you'll need a compiler (resp. assembler) for your fave language.
The game modules are telling the engines what to load, how to display and so on, but in principle they are only modifying the represented world.
There is a server module for multiplayer and a client module to play a game - alone or via network. Normally you've got to run the server module also for a single player game.
advantages: - you can use/improve the graphic/media data of other projects;
- it's not as strict bound to a hardware like commercial computer games, i.e. it'll work in cases with 32 MB RAM up to 1 GB plus... (multi-detail graphics; 8 bit to
24 bit; different resolutions, e.g. 8x8, 16x16 and so on). Especially the Battlezone engine can be reduced to Doom/Wolfenstein 3D graphic: textured cubes with max. 3 sides visible at once; sprites instead polygonal models.
- You can set up player profiles where the control buttons/keys keep the same through similar computer games.
disadvantage: uninteresting for commercial uses - you can't guarant copyprotection, it will make cracking much more easier.
Universum shall be programmed with the platform-independent UniverC library (i.e. Battlezone plus OpenGL) currently in development; but perhaps I gave you some ideas...
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I've got a very similar idea named Universum. Unfortunately there are no English docs available.
But browse for world schemes:
http://www.mrbbc.org/text.php?lang=de&text=prj/universum/index
This will be a platform independent game engine. There are three versions: the Rogue engine can only use console graphics and text for games, the Dragonflight game engine has all graphic engines except OpenGL, and Battlezone is an OpenGL/vector graphic game engine.
The game engines and graphic(world) engines are named by famous/typical computer games.
As it says, Universum is primarly for creating worlds to play within and serves a lot of tools e.g. dialogue handling;
The games are stored as platform-independent, machine-code-like bytecode files,
separated from the game data. Therefore you are not bound to use a particular programming language, although you'll need a compiler (resp. assembler) for your fave language.
The game modules are telling the engines what to load, how to display and so on, but in principle they are only modifying the represented world.
There is a server module for multiplayer and a client module to play a game - alone or via network. Normally you've got to run the server module also for a single player game.
advantages: - you can use/improve the graphic/media data of other projects;
- it's not as strict bound to a hardware like commercial computer games, i.e. it'll work in cases with 32 MB RAM up to 1 GB plus... (multi-detail graphics; 8 bit to
24 bit; different resolutions, e.g. 8x8, 16x16 and so on). Especially the Battlezone engine can be reduced to Doom/Wolfenstein 3D graphic: textured cubes with max. 3 sides visible at once; sprites instead polygonal models.
- You can set up player profiles where the control buttons/keys keep the same through similar computer games.
disadvantage: uninteresting for commercial uses - you can't guarant copyprotection, it will make cracking much more easier.
Universum shall be programmed with the platform-independent UniverC library (i.e. Battlezone plus OpenGL) currently in development; but perhaps I gave you some ideas...