Friday, December 7, 2007
Game Developer's Open Source Handbook
Tuesday, December 4, 2007
GIMP 2.4 User Manual
UNIXGAMEDEV Update
Indeed, a lot has changed. Most notably is the fusion of the UNIXGAMEDEV board, wiki, and IRC with the Free Game Development project. To the benefit of everybody we came to the conclusion both projects have similar aims and better work together, instead of having almost two identical project with a heavy focus on improving the FOSS gaming situation. Though we have slight differences in our vision - UGD is only Unix and open for every business model, FGD is OS agnostic and only FOSS - both are mainly about Unix & FOSS. In the end, the original idea of the UNIXGAMEDEV project to establish a Unix & FOSS game development community has been an experiment only. Somehow it failed, but in general lives on in the FreeGameDev project. This may sound a little sad, at least to me, but actually it is a very good thing pulling together when it's about improving the small and stagnating situation of the Unix & FOSS gamedev scene, and hopefully you share my mind on that point and will use & support the new infrastructure.
- FreeGameDev Forum
- FreeGameDev Wiki
- Search Engine for free Content
- Media Pack Community Effort
- Syndicate of Multiple Blogs Related to FOSS GameDev
- IRC - #freegamer (at) irc.freenode.net
Nevertheless, I am thinking about how to make use of the domain UNIXGAMEDEV.ORG now, at least I still owe it, 'cause for simple blogging I don't really need a top level domain. Maybe I start another experiment and redefine the vision - who knows, perhaps I'll use it as site for my devteam or something else. Anyway, unixgamedev.blogspot.com will remain in the case I have no plans.
Wednesday, November 21, 2007
Unix Gaming History
While the roots of the Unix family lays back in 1969, and meantime has become a mature and widespread platform in the hacker culture, Unix-like systems never have been a traditional video gaming platform. Nevertheless, gaming also exist among hackers, and the BSD Games Collection (/usr/games) is a contemporary witness of traditional Unix games, a collection of classic text-based games. Due to Unix's strength in networking, it also has been used as MUD/MUSH server often. Probably the most popular traditional Unix game ever written is Nethack, from which even some graphical clones have been developed nowadays. Indeed, even graphical X11 games usually have a cheesy look.
As the gaming scene evolved in the late 1980's, because of new commodity hardware like VGA with lots of potential for gaming, Unix was rather used for expensive high-quality workstation-oriented graphics, but unsuited for arcade games. That's when the development of Linux started in 1991, which is the epitome of Unix today. Those days Unix's graphic capabilities were limited to an ugly implemented SVGALib with limited hardware support, or the network-friendly and flexible Xlib, which was slow. Some few attempts to establish the upcoming Linux as a gaming platform in the mid 1990's, by porting games like Doom or Abuse (both use SVGALib and X) didn't really break into a new market. Especially Dave D. Tayler did some pioneer work then.
In the mid 1990's the 3D revolution began with the introduction of commodity 3D accelerators, though it took some time to bring the new technology to Unix. Indeed, the new 3D technology heavily relies on the driver support of the manufactures, and due to their mulishness isn't yet supported for Unix-like systems in general. In 1993, Brian Paul started Mesa, a free implementation of the OpenGL specifications, but Daryll Strauss is known as the person who brought 3D graphics to Linux by convincing 3Dfx to let him port Glide. For the first time 3D acceleration was supported by Mesa 2.2 via Glide in 1998.
Since OpenGL doesn't handle presentation devices, it needs to be connected for a proper integration into X. This sort of glue is SGI's GLX, Open Source since 1999. It still needs a suitable driver for 3D hardware acceleration, and Utah GLX was an attempt to extend GLX with hardware acceleration. Indeed, it reached a reasonably good performance, but had intrinsic limitations in its design. Nevertheless, it was the beginning for Linux as a viable gaming platform, and the start for Loki Software (1998-2002) to port some games to Linux. Following Loki's example, Linux Game Publishing was founded in 2001 with the aim to port games to Linux.
The Direct Rendering Infrastructure (DRI) was another attempt to support hardware acceleration, and has overcome Utah GLX's design limitations. It consists of the Direct Rendering Manager (DRM) kernel modules, which provides an interface to the hardware, and a userspace backend for Mesa, which access them. DRI reaches excellent 3D performance on supported hardware, and is supported on Linux, FreeBSD, NetBSD, and Solaris.
Only few professional game developers support Linux as gaming platform these days. Probably the best known developer still is id Software, but others like BioWare also see an opportunity. At this time, development of Unix games is mainly done for Linux by hobbyist of the Open Source culture, and is on its way to produce some very nice free titles, though they usually can't compete with modern games by the industry for several reasons. Due to this situation, over the years an alternative to playing original Unix games by machine emulation has become popular, and makes it possible to play original games for Windows, AMIGA, Super Nintendo, Neo Geo, Playstation, and many more. It is also possible to run Linux on several video game consoles like Xbox, PlayStation, GameCube, and Dreamcast.
Friday, November 9, 2007
Python Game Development Book
New Open Soure Game Developer
Friday, November 2, 2007
Gaming Miniconf 2008
Thursday, October 25, 2007
GIMP 2.4 Released
If you want to compile GIMP 2.4 yourself, you can grab the tarball from ftp.gimp.org or one of its mirrors. Binary packages for the various supported platforms are becoming available as we speak. Our Downloads section should help you to locate the package for your system.
Saturday, October 20, 2007
EA wants 'open gaming platform'
"We want an open, standard platform which is much easier than having five which are not compatible."
Thursday, October 18, 2007
Unix Game Development closes
Tuesday, October 16, 2007
Linux GameDev V - Marketing and Distribution
Monday, October 15, 2007
New Project: Search Engine For Free Media Content, Developers & Projects
- bring artists and developers closer together
- search engine for existing free art
- a database for projects and developer
- using the CakePHP framework
- thread at freegamer
- thread at unixgamedev
If you have any ideas, suggestions, or even think about helping us, feel free to contact - we appreciate the feedback.
Btw. Ghoulsblade has collected an awesome list of free game development links. It's definitely worth to have a look at it.
Monday, October 8, 2007
UNIXGAMEDEV.ORG - Our New Domain
- unixgamedev.org
- www.unixgamedev.org
- blog.unixgamedev.org
- board.unixgamedev.org
- unixgamedev.wikispaces.com
I'd also like to thank Tuxfamily for providing free hosting of the Unix Game Development project. They offer a very nice service for the Open Source community, and also plan a gaming server.
Friday, October 5, 2007
Ryzom is rising for a second time...
Tuesday, October 2, 2007
Teh Dogz
This was a week with lots of interesting events in the world of Linux gaming and game development! Developers, reaching for the stars, have awakened in masses, hungry for code, writing designs like lunatics... and of course, like very often in the Open Source world, searching for artists.
The Challenge Promode, a gameplay mod for Quake 3 (works only partially with Open Arena), is assembling an open Art Division. The CPMA project is searching [1] for artists to replace the stock Quake 3 media, thus making it possible to play CPMA without Quake 3. Said media will be released under a Creative Commons license to support other mod, indie and open source developers. I hope they mean the CC-by-SA, otherwise I'll get really mad =P
By the way, do you remember 'Saga of Ryzom'? That innovative MMORPG project had financial problems last year. Whereas the owners of the project searched for a buyer in the gaming industry, Nevrax' members, the guys behind the game, took the initiative by raising a fund and sent a help call to the community. They wanted to make 'Saga of Ryzom' open source and they needed to buy the rights off the owning company first.
Before they finally collected around 300'000 dollars, with around 25'000 donated from the Free Software Foundation, the owners had found another buyer ,Gameforge, a company that develops browser games,
who could naturally pay even more money.
A year after the deal, 'Saga of Ryzom' seems to be a burden for its owner... again. [2] And it's rather unlikely, that the Open Sourcing scenario will repeat.
In the other news, LordHavoc released a new version of his Quake engine modification, Darkplaces. [3] This time's addition: Reflective Water \o/
And the FIFE 2D isometrics engine has made some serious progress. [4]
By the way, we're moving our stuff to our new domain, unixgamedev.org. We still have problems though. So the Forum is currently unavailable. Will be fixed as soon as Micheal has some time to set up our DNS correctly.
[1] http://www.promode.org/?p=537
[2] http://www.golem.de/0710/55117.html
http://www.ryzom.com/ - The official game site
[3] http://linuxgames.com/news/feedback.php?identiferID=9600&action=flatview
[4] http://freegamer.schattenkind.net/index.php?t=msg&th=114&start=20&S=b5b15fd9c2897a29221209c118d5d0fb
Saturday, September 22, 2007
Extreme Tuxracer released
Extreme Tuxracer Homepage
Tuesday, September 18, 2007
User Interface Brainstorm for the next generation of GIMP
http://gimp-brainstorm.blogspot.com/
Monday, September 17, 2007
New Blender book is comming
And I just found out, yet another Blender book is available - The Official Blender 2.3 Guide: Free 3D Creation Suite for Modeling, Animation, and Rendering (2005) by Ton Roosendaal and Stefano Selleri.
Linux GameDev Part IV - Testing
Friday, September 14, 2007
UNIXGAMEDEV Update
Somehow, a lot has changed since the beginning, and this blog expanded by a board, wiki, and IRC - some other ideas are in the implementation - but somehow it also looks quite the same than in the beginning, 'cause those elements are easy to setup, but nothing without game developers. Principally this won't change my position, and I'll continue working on this project - you have my word - 'cause I really think it could become something cool. Nevertheless I have not unlimited time, and game development is a very complex topic. Therefore it may appear things are slow and cheesy, but you should consider this project was just an experiment out of curiosity, though it would be great if UNIXGAMEDEV will become something serious.
A basic infrastructure for communication and knowledge is ready to use, though it's still very silent there. Next I'll try to create a consistent style for the website(s), and some beautifications. Nevertheless, this project will continue to use free services, simply to make a constant presence beyond personal interests possible.
I really hope some more developers will join soon, 'cause this would be more fun for everybody, though this is not in my hand. But what I am currently working on - beside of beautification and filling with content - is to create a developer/project search.
At last I'll give you an overview about the services of UNIXGAMEDEV:
P.S.: I moved the old board to the new location at Tuxfamily, because they are hosting Unix/FOSS-like websites for free, and the functionality of a forum hosting service was to limited (no backups). Please contact me if you notice a problem with the new solution.
Thursday, September 6, 2007
AMD's New Open Source Strategy
Well, if this is true then it's really good news, and just another great move toward full 3D for Linux.
Edit: The speculations about AMD's strategy about their obscure open source effort is finished, and gave a detailed statement, but in short: "AMD will be providing NDA specifications, an open-source library, and there is a new open-source graphics driver as a result."
Sunday, September 2, 2007
IRC Channel online!
I'd like to announce that we are officially having a IRC channel now. It's in the Tuxfamily IRC network (thanks guys!). Bots and other services are getting discussed - stay tuned. Join us at
#unixgamedev @ irc.tuxfamily.org
Please participate!
- Sindwiller
Friday, August 31, 2007
Ubuntu Founder On Linux Games
Lifehacker: The readers have also commented that they are staying away from Linux because it is missing big name software packages—especially games. Is there a strategy to overcome this traditionally unconquerable Linux roadblock?
Mark Shuttleworth: Games are a particularly difficult thing to address on Linux. Obviously that's less of an issue in a corporate environment or amongst professional developers who may well have multiple computers and have a gaming machine for their own personal use separate from their development machine. It is not something we particularly want to address at this stage. That industry has very specific economics that we can't really influence.
Wednesday, August 29, 2007
New GP2X F-200 is coming soon
Monday, August 27, 2007
Unix Game Development Wiki
Sunday, August 26, 2007
Rob Myers' interesting PoV on Open Source and Art
http://blog.p2pfoundation.net/rob-myers-critique-of-open-source/2007/08/25
Friday, August 24, 2007
Notes on Interviews
Recently Linux Gaming World published an interview with Andy Southgate, the lead developer of the fourth-dimensional shooter Adanaxis ... a 4D shooter on Linux, doesn't it sound exiting? The code is GPL now!
Here is a list of some interviews, just as a note for me, but they might be interesting to you, too.
- Angband (LGDC)
- Interview of Erno Tuomainen From Legends Of Saladir (LGDC)
- Interview With Anders Moden From Gizmo3D (LGDC)
- Interview with the Icculus (LG)
- Interview with id Software's Timothee Besset at QuakeCon 2006 (LG)
- Interview with id Software's Timothee Besset (LG)
- Interview With Michael Simms of Linux Game Publishing and Tux Games (LG)
- Interview with Indrema CEO John Gildred (LG)
- A Few Words with Daryll Strauss (LG)
- A Few Words with Michael Vance (LG)
- A Few Words with Joseph Kain (LG)
- Freeciv Interview - May 1999 (LG)
- Interview With Dave Taylor of Crack.com (LG)
- Interview: Ingo Ruhnke aka Grumbel (FG)
Torvalds on Games
APC: Before you wrote the kernel, you wrote a clone of Pacman. Do you play games at all and if you do, which ones?
LT: I don't games that much, I don't tend to find it interesting enough. And when I do play, I tend to play things that are more kids or teenager games: more of a "platformer" kind of thing. I played the original Prince of Persia a long time ago before I started Linux, and for that reason I tried out the modern versions, and liked those too ("Sands of Time" in particular, the later ones were a bit too serious).
APC: Would you write another game if you had the time? If yes, what would it be? Do you have a favourite type of game, such as adventure?
LT: I really only wrote some (fairly bad) games because I was interested in the programming, not so much the playing. I found it more interesting to just do flicker-free graphics at high performance than the actual game-play.
So no, I'd probably never do a game again. Especially in these times, when games are a lot more about the content, and less about the things I used to worry about.
Tuesday, August 21, 2007
Rock On!
... but let's watch for something contemporary ...
The energyXT2 music production software is a sequencer for audio & MIDI recording, similar to Logic & Cubase. The software is not free and has a price of 75$, but they offer a Linux demo. Sadly I couldn't really test it because of my sound devices, but I could start it anyway (without sound) and it looks pretty cool, and is definitely worth a try. I'll check it out on the next chance, but having any reviews would be great.
In the case you don't like using priority software and overleap, you missed a cool link about Linux VST plugins, where the creator of energyXT2 collect stuff about VST plugins for Linux, where you could also find free plugins.
I'd also like to present Hydrogen, an advanced drum machine, which aims to bring professional yet simple and intuitive pattern-based drum programming. Indeed they created a very cool program which is very close to that aim, and it's already possible to compose & arrange complex drums with lots of drum sound.
Nevertheless, the most interesting thing about music making software is the progression of Ardour's MIDI integration, what's also their project at Google's SOC.
Open Game Console
So did others, and founded the Open Game Console Consortium, an independent, non-profit organization made up of various companies, individuals, game developers, publishers and hardware manufactures. It is dedicated to the development and maintanance of an open standard by which multiple hardware manufacturers can release their own videogame console that can all the same exact games without modifications.
The OGCC project is creating a console with usual PC components, what also makes it a PC somehow. Actually they don't build the console, but standardize the specifications, so anybody can build the console oneself. The underlying operating systems should be a special Linux distro, but at the moment this is very sketchy. The OGCC is not the first and only project aiming for a Linux videgame system, but what makes this project special is the complete openness.
There is also the OpenMoko project, creating a free smartphone platform using Linux and other free software components, which is also able for gaming.
And also another project called Gamix, is developing open specifications for a gaming console. Indeed, Gamix and OGCC have very similar goals, but somehow it seems a (liberal) company is behind Gamix, while OGCC is totally open for community development.
To make this complete, I refer to the previous GP2X article, the Linux handheld.
Friday, August 17, 2007
Next Round for OpenGL
The second thing is the Linux release of the gDEBugger, a high quality OpenGL debugger and profiler. This tool will help to make your applications faster by letting you trace for performance killer and bugs.
The last thing is the release of the glslDevil, a tool for debugging the OpenGL shading pipeline.
OGRE 3D Programming
Graphic Artist Gluttony
I acknowledge to not have read one of these books, but as proposed in the forum we'll create a database of game development books, and this is just for completeness. Of course you're invited to give a review or a comment about any of this books, either here or in the forum.
Books about the GIMP:
- Beginnig GIMP: From Novice to Professional (2006)
- GIMP 2 for Photographers (2006)
- GIMP Pocket Reference (2000)
- Grokking the GIMP (2000)
- GIMP for Linux Bible (2000)
- The GIMP for Linux & Unix (2000)
- Guerrilla Guide to Great Graphics With the GIMP (2000)
- GIMP - The Official Handbook (1999)
- Sams Teach Yourself GIMP in 24 Hours (1999)
- The Essential Blender(not out yet - 9/27/2007)
- Introducing Character Animation With Blender (2007)
- The Official Blender GameKit: Interactive 3D for Artists (2003)
- The Official Blender 2.0 Guide (2001)
- Blender Book (2000)
Wednesday, August 15, 2007
Free Game Development
Tuesday, August 14, 2007
John Carmack on the Future of Linux Gaming
Sunday, August 12, 2007
Problem on Linux FOSS Game Development
Linux GameDev Part III - Installers
Tuesday, July 24, 2007
Linux GameDev Part II - Distributable Binaries
Anyway, better read the whole article about Linux Game Development on GameDev.net yourself.
Monday, July 16, 2007
Unix Game Development Board
GP2X - Linux Handheld
It is very homebrew friendly, and the SDKs are freely available. The development is usually done with GCC and SDL, so it's also very easy to create cross-platform games. There also exist an Allegro version for the GP2X.
Actually this sounds so cool, except for one thing: they won't release their modifications of GPL code, as the kernel 2.4 sources they use.
Windows & Linux Game Programming
Windows and Linux Game Programming: Integrating SDL, OpenGL, and Direct X
Sunday, July 15, 2007
Audiophile Anyway
To recall the basics, OSS and ALSA can be thought as device driver of a sound card. A sound daemon as JACK uses these driver to perform low-latency editing and mixing.
While it's possible to use VST (I don't know how it works) there exist native plugin interfaces: DSSI is for virtual instruments, and LADSPA is for filters & effects - furthermore the next genration of LADSPA is in development and called LV2.
If you're like me, you alwayes sufferd having no great audio tools. While this is still true, the situation really has changed to the better. The most notably programs are:
- Ardour is definitely the flagship, and a professional hard disk recording program. It's comparable to ProTools, belive it or not, and finally has MIDI support.
- Rosegarden4 is probably the most popular MIDI sequencer, and also supports audio
- MusE is another popular MIDI sequencer, and also audio capable
- Wired is fairly new (haha) but a very interesting hard disk recording project
- Audacity is a very good and complete wave editor
- ReZound is another great wave editor
- Sweep is yet another great wave editor
- Skale Tracker is a cool Mod tracker for die hard old school computer musicans
- SoundTracker is another advanced Mod tracker alternative
Icculus - Gamedev Hosting
Of course there exit other some other open source hosting sites, but Icculus is striclty for games. Anyway, some alternatives
- Icculus
- Google Hosting
- Sourceforge
- Savannah
- BerliOS (nothing game related anymore)
- Dotsrc
- Seul
Let's talk about Game Development
- Everything Unix (GameDev.net)
- Game Development (Linux Game Tome)
- LGDC Mailing List (Archive but still active)
Sunday, July 8, 2007
Linux Gaming World
In this discussion was another guy with similar interests in making games & development for our favorite platform more popular, and is running his Linux Gaming World blog since about the same time. Their intention is to examine the Linux gaming scene, especially about the industry, and to promote it.
It's always cool to see someone else is active in the scene, if there exist one. I don't think this will be two competing projects, because the concept seems different from mine, and actually support each other.
Linux GameDev Part I - Introduction
However, a member of their site thought it might be good idea to introduce to Linux game development, and is writing a series of five articles about development tools, usage, and distribution.
As this is an introduction, it's especially useful for beginners and developers of other platforms, considering about developing for Linux too.
Friday, July 6, 2007
Mesa 7.0 now supports OpenGL 2.0
Mesa is know to be the free cross-platform implementation of OpenGL, partitially lags the latest OpenGL version, now advanced features from OpenGL 1.5 to 2.0. One of these improvements is the OpenGL Shading Language GLSL, which directly executes shader by the GPU.
Last september OpenGL released version 2.1, and the next extension of OpenGL, Longs Peak and Mount Evans, are planned this year. Since Mesa involves some full time programmers, the hope to support new features early improves. At least not to wait again some years; this one needed time since 2003.
Wednesday, June 27, 2007
Step into the Third Dimension
For many people the finest open source 3d engine is OGRE. To some people it is not a complete engine, because it lacks typical features of an engine (as physics, networking, etc.), but OGRE definitely has an amzing renderer. Beginners often complain about complexity, ugly documentation, but OGRE has a very nice community. It's suitable for cross-platform development.
Another popular open source 3d engine is Irrlicht. It's is a well designed engine, easy to use, and thanks to the BSD license great for modifications. Some will say it's not as powerful and slow, but this may be perfect for beginners or simpler things. Also Irrlicht has a good community, and is suitable for cross-platform development.
The next one open source 3d engine is Crystal Space. It is the most complete open source 3d engine out there, but is not easy to use. They have a very friendly community, and is also suitable for cross-platform development.
Once crafted by Disney now Panda3D became open source. Well, what to say else than this is another great engine. It is simple to use, and suitable for cross-platform development.
Next one of the open source and cross-platform 3d engine is the Nebula Device. It's a powerful and complex 3d engine, but maybe isn't easy to use because it lacks community and tutorials. It already found its way into commercial game development.
The last of the open source 3d engines I review is OpenSceneGraph. It's also a well designed engine.
Well of course there are many more 3d engines. In fact it seems like there are as many as game programmers. Many of them are open source, but some developers say, they are not suitable for the development of commercial games. For sure there are some commercial engines available, as Torque or some other, but I'm not sure in which way they are superior - since I'm using Unix-like systems I'm not really gaming, and that's before GPU was established.
Tuesday, June 26, 2007
In the Beginning
The first thing I noticed is PyGame, a cross-plattform game development library based on Python and built on SDL. It is designed to make game development easy and powerfull, without the need to care about the low-level details of C/C++. PyGame seems to have a great community.
Another thing is the Blitz BASIC compiler, a BASIC dialect designed for game development. It originally came from the Amiga, but today it is cross-plattform available.
Both languages are easy to learn, and have their pros & cons. While Python+PyGame is open source, Blitz BASIC isn't and has a price of 80$ upwards. Blitz BASIC creates compiled code, while Python is an interpreter (but fast) and needs its source code to execute. However, Python is commonly used as additional scripting language for many projects.
For sure there are alternatives to PyGame and Blitz BASIC, but they are definitely a good choice for beginners.
Friday, June 22, 2007
Unix Game Market Place
I have to regret, that there's a grain of truth. The game development company RuneSoft noticed Linux has even less sales figures than their Amiga edition of a game - hell, who uses Amiga these days?! That's really frightening for any serious company.
That's all I need to know: who are these crazy freaks supporting their favorite platform (beside of open source)?
Publishers:
- Garage Games
- Hyperion Entertainment
- ixsoft
- Linux Game Publishing
- RuneSoft
- Loki (out of business)
- Titan Computer (out of business)
- Tribsoft (out of business)
- Bioware
- BlackHoleSun (out of business)
- BraveTree (out of business)
- Caravel Games
- Chronic Logic (out of business)
- Creature Labs
- Croteam (out of business)
- Donohoe Digital (out of business)
- Entropic Software (out of business)
- Eon Games (out of business)
- The General Coffee Company
- Guild Software
- id Software
- Illwinter (out of business)
- Introversion Software
- Iron Code Software (out of business)
- Laminar Research
- Maxgaming Technologies
- Oddlabs
- Phantom EFX
- Pixel 5 Studio (out of business)
- PomPom Games (out of business)
- Puppy Games
- Rarebyte
- Savage 2
- Silent Wings
- Silly Soft
- Small Rockets
- Three Rings
- Vicarious Visions
- The Wyrmkeep Entertainment
Thursday, June 21, 2007
Ubuntu Games Developer Wiki
Though there's much work to be done, it's a nice idea having a wiki for Unix game developers - also having a board and IRC would be fine.
Programming Linux Games for Download
Of course you can buy a printed copy of this book, but for all those poor guys there are legel(?) PDF versions of this book available. I found a free e-book copy here, but this can be off another day. Better search on your own.
Better Game Characters
In fact, todays challange of the game industry is to make gamers cry by the emotional experience of the game, as it's usual for film makers or authors to give the their consumer an emotional experience.
The idea behind the book is, technics change but humans don't - well, at least almost. Upon this conclusion, game designers bear responsability of how to make the player identify with the game, and what emotions the game characters, style, setting, and control will cause.
The main problem is to master the so called zombie line, the effect of having soulless and robotic characters. The key to this problem is a better psychological approach in design. The idea goes so far, that mastering this will create new genres of games.
You may agree, stories and movies are more interesting with well designed and interesting characters, so it is for games. In deed, modern games by the industry follow this approach, as GTA is thrilling with story, characters and setting, as Nintendo DS & Wii allow new experience by their controls, or as severel games offer the option to completely design the character by the player, which goes so far that it's even possible to make a virtual mirror image of the player, what leads to self identification and represantation in a virtual world.
For more information, read their blog about Game Empathy.
Wednesday, June 20, 2007
Current State
Naturally the dominance of Linux makes it the most interesting Unix alternative for game developers, and indeed games, libraries, engines, tools do exist. Before any progression, it is wise to make some research about the situation. Google gave me for:
- "game development" - 1.820.000 results,
- "linux game development" - 9170 results,
- "unix game development" - 3 results,
- Linux Game Development Center (Website)
- Simple DirectMedia Layer (API)
- Allegro (API)
- ClanLib (SDK)
- Mesa (OpenGL)
- Programming Linux Games (Book)
- Linux Game Programming (Book)
- Linux 3D Graphics Programming (Book)
- Advanced Linux 3D Graphics Programming (Book)
- Open Source Game Development (Book)
- OpenGL Programming for the X Window System (Book)
- The Linux Game Tome (Forum)
- X11 Game Programming (Tutorial)
- GIMP (2D)
- Blender (3D)
- Inkscape (Vector)
Tuesday, June 19, 2007
Hello, world!
Regardless of occupation and mastery, this blog is not limited to code gurus, and ought to serve atistry, business, design, music, and all other aspects in the development of a game for Unix-like systems.
Having a look at the history of UNIX, it stands out being the favourite system for any kind of hackery, and nowadays reached a solid and almost user-friendly level. On the other side, it is still used by a small crowd, and not of major concern for desktop users, which involves being secondary for gaming. Actually it's not that bad anymore, but still nothing compared to other systems.
The intention of this blog is to collect news, information and guidance, to reflect the present situation, and to network developers.
I start it in my own interest as a hobby game developer, so don't expect too much, but this may change in the future - who knows. Furthermore, I'ld like to excuse any mistakes on verbalization and spelling, 'cause I'm german, but to the benefit of everybody I prefer to author in english.
It's strange, but for years I couldn't find a website dedicated to Unix Game Development. I know it doesn't differ too much for other systems, nevertheless I still miss it. Therefore I try to start something, and maybe it's cool - we'll see what happens.
So far so good. Any serious help is welcome, wether feedback or participation.