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Re: Fwd: identifying obstacles in ubuntu gaming and pushing it forwards

 

something innovative has to be done, not copying

On Wed, Jun 17, 2009 at 3:51 PM, Haroon Khalid <haroon@xxxxxxxxxxxxxxxx>wrote:

> @danny , cool beans
>
> Yea I think a framework needs to be put together that handles the
> graphics/sound etc etc but at the same times does all the stuff that ps3 and
> xbox 360 does, such as finding other players, downloading games, chatting
> with others.....a way to interact with other players
>
>
> On Wed, Jun 17, 2009 at 3:27 PM, Danny Piccirillo <
> danny.piccirillo@xxxxxxxxxx> wrote:
>
>> On our wiki, the gaming secion of the ubuntu forums is listed as the forum
>> for us to use, but this discussion is something i'd like to hold off on
>> until we have our meeting because it is exactly what caused a lot of
>> backlash i nstarting this team. We do not want to step on the toes of
>> existing teams. Once we set a date for the upcoming meeting, i'll start an
>> agenda and i'll add this to it. Please respond to the meeting thread "let's
>> get started" f you have not already
>> Thanks,
>> .danny
>>
>> On Wed, Jun 17, 2009 at 15:01, Haroon Khalid <haroon@xxxxxxxxxxxxxxxx>wrote:
>>
>>> Is there a forum that will be setup for discussing and planning all this
>>> or maybe a wiki? I havent read too much of whats going on or what the goals
>>> are....I joined this group since I am intersted in game development for
>>> Unix. I use FreeBSD, and I was planning to make a 2D game console using
>>> www.beagleboard.org and www.pygame.org Anyways that just a lil intro
>>> about me since I havent spoke to any of you guys before.
>>>
>>>
>>>    On Wed, Jun 17, 2009 at 11:43 AM, Luke Benstead <kazade@xxxxxxxxx>wrote:
>>>>
>>>>> 2009/6/17 Haroon Khalid <haroon@xxxxxxxxxxxxxxxx>:
>>>>> > did someone say making a direct X type of lib is a bad idea? What
>>>>> else is
>>>>> > there you can do? The opengame art site has hardly any solid art.
>>>>>
>>>>> Yes I think that a DX type lib is a bad idea because we have the
>>>>> equivalent libraries already. I fail to see what benefit developing an
>>>>> all encompassing API will actually bring. Look at it this way, if I'm
>>>>> developing a networked desktop application with a database backend I'd
>>>>> research the most suitable GUI API, the most suitable networking API
>>>>> and most suitable database connection API for my language and
>>>>> circumstances. It doesn't matter that all three will use a different
>>>>> syntax because chances are they will take up a minimal part of the
>>>>> entire code of the application. Also that kind of modularity lets me
>>>>> choose one network API over another for my particular situation.
>>>>>
>>>>> Games are exactly the same, DirectX or OpenGL/SDL/OpenAL only make up
>>>>> a small portion of any reasonably complex game. The majority goes on
>>>>> game code: AI, file IO, logic, scene managers, UI elements etc. etc.
>>>>> and the most reasonably designed games will have abstracted the lot
>>>>> away coz (for example) you won't find DX on a Wii. There is very
>>>>> little benefit writing some kind of wrapper for the different
>>>>> component APIs (OpenGL et al.) we have because it's not really an
>>>>> issue.
>>>>>
>>>>> And then there is the age old saying.. "Write games, not engines"
>>>>> although you can obviously write a game using the APIs directly, the
>>>>> work has already been done a zillion times in various open source
>>>>> engines (Q3, Ogre, Irrlicht, Horde3D, Crystal Space etc. etc. etc.) so
>>>>> just use one of those instead of reinventing the wheel.
>>>>>
>>>>> That said, if you aren't using an engine, there are *some* gaps we
>>>>> could fill with C libraries to fit in with the GL/AL/SDL/DevIL stack
>>>>> to better match DX in features, including:
>>>>>
>>>>> 1. A 3D font output library
>>>>> 2. A 3D math library ( I tried this one:
>>>>> http://www.kazade.co.uk/kazmath/ )
>>>>> 3. An FX framework library
>>>>> 4. A 3D model library (like DevIL for models)
>>>>>
>>>>> DX has those above 4 things included. But I reiterate I don't believe
>>>>> code libraries are the problem really, I think it's a lack of
>>>>> collaboration of resources and a lack of a central place on the
>>>>> Internet for the open games community for managing
>>>>> code/models/texture/sounds/teams and games.
>>>>>
>>>>> Luke.
>>>>>
>>>>
>>>>
>>>
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>>>
>>
>>
>> --
>> http://www.google.com/profiles/danny.piccirillo
>>
>
>

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