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jeepndesert
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« on: 05. May 2007, 11:33:19 am » |
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I'm working on the JWS demos of the Sago Games and looking at the new Xith3D code. The new Xith3D code looks really good though it will take awhile for me to migrate to the new library.
I'm considering going open source with the two games in order to recruit help in fixing up the code and updating it to the latest Xith3D library.
The Sago Space and Time might eventually go back to closed source if it gets developed into an MMOG where income would come from expansion packs, premium game items, and advertising.
Would going open source encourage developers to help develop the game? Or would the management of files, people, and design of public source kill development? Any risks of open source code that I should be aware?
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Marvin Fröhlich
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« Reply #1 on: 05. May 2007, 01:02:00 pm » |
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Any risks of open source code that I should be aware?
Well, you should at least be choose the right license to be able to really go back to closed source. If it is even possible. And you should not ask people for help on an opensource project, where they would afterwards have to pay for to play the game. You should maybe keep the game's base opensource and only develop the expansions and extras as closed source. And working on a project together without a cetral version control system is a hard job. I can tell you. You should request a sourceforge project for it and utilize SVN. Marvin
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jeepndesert
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« Reply #2 on: 06. May 2007, 12:04:57 am » |
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I have all my code in CVSNT. I'm addicted to configuration management to the point where I use it even if I'm the only person working on the code.
I must admit, I'm really impressed with the new work on Xith3D. The code is well formatted. I'm addicted to well-formatted code as well.
I do like the new source control system of sourceforge, and it would be easier to use it for multiple people since my IP address is dynamic.
I do want anyone who works on the project to feel as if it is their own. All contributors would retain intellectual properties, open or closed source, and at the time if it went commercial, an operating agreement would be signed giving shares of ownership according to amount of contribution of each contributor in exchange for intellectual property rights of their contribution.
Anyway, back to figuring out why JWS is returning an error on the demos.
Keep up the great work.
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Marvin Fröhlich
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« Reply #3 on: 06. May 2007, 10:12:43 am » |
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Thanks for all the flowers for the new Xith3D case base (in the name of all devs)  . Anyway, back to figuring out why JWS is returning an error on the demos.
What kind of error? Marvin
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'n ddrylliog
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« Reply #4 on: 07. May 2007, 12:31:43 pm » |
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Thanks for all the flowers for the new Xith3D case base (in the name of all devs)  . Anyway, back to figuring out why JWS is returning an error on the demos.
What kind of error? Probably an InvocationTargetException  (traditionally). JWS demos should be done again, but I think that we could have a single JWS file which launch the "Xith3DDemoLauncher" and it would be perfect.
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jeepndesert
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« Reply #5 on: 08. May 2007, 05:40:19 am » |
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Probably an InvocationTargetException  (traditionally). JWS demos should be done again, but I think that we could have a single JWS file which launch the "Xith3DDemoLauncher" and it would be perfect. Yep, anyone got a clue what's causing GLEventListener not being found? I'm just using the win32 jogl dll's which are jar'd and signed. The files are at http://sagogames.home.comcast.net/sagospace/The files at http://sagogames.home.comcast.net/sagowar/ work. Related code where it blows up.... ViewController: private void initGraphics() { Image img = Resource.getImage("icon.gif");
// Setup alpha to default values Alpha alpha = new Alpha();
// 1. Create a Canvas3D object renderPeer = new com.xith3d.render.jogl.RenderPeerImpl();
canvasPeer = renderPeer.makeCanvas(null, width, height, depth, fullscreen); canvasPeer.setTitle("Sago Space"); canvas = new Canvas3D(); canvas.set3DPeer(canvasPeer);
// 2. Create a VirtualUniverse object universe = new VirtualUniverse();
// 3. Create a Locale object, attaching it to the VirtualUniverse object locale = new Locale(); universe.addLocale(locale);
TextureLoader.tf.registerPath("."); }
Related methods: /** * Simple utility class to load a resource. * * @author Keith Gardner - Sago Games */ public final class Resource { /** * Static method for getting a resource from a jar file. * * @param fileName just the file name of the file in the resource directory */ public static Image getImage(String fileName) { Image img = null;
ExceptionFactory.console("Loading image: " + fileName);
try { img = ImageIO.read(getResource(fileName)); }
catch (Exception e) { ExceptionFactory.exception("Can't load: " + fileName, e); }
ExceptionFactory.console("Loaded image: " + fileName);
return img; }
/** * Static method for getting a resource from a jar file. * * @param fileName just the file name of the file in the resource directory */ public static URL getResource(String fileName) { URL url = null;
ExceptionFactory.console("Loading resource: " + fileName);
try { url = Resource.class.getClassLoader().getResource(fileName); }
catch (Exception e) { ExceptionFactory.exception("Can't load: " + fileName, e); }
ExceptionFactory.console("Loaded resource: " + url.toString());
return url; }
private Resource() { } }
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« Last Edit: 08. May 2007, 06:12:58 am by jeepndesert »
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Marvin Fröhlich
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« Reply #6 on: 08. May 2007, 08:35:26 am » |
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Well, I guess, it would help a lot, if you would use the current SVN trunk of xith. I could help you porting to the new API.
Marvin
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jeepndesert
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« Reply #7 on: 21. May 2007, 04:18:10 am » |
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The problem above was because I forgot to include a jar. I'm still having problems with one of the demos.
Nonetheless, I've made the decision to go open source. The goal was not to make money, the goal was to deliver a fun game. Anyone want to join on the open source? I could use someone with a good eye for architecture to clean my mess up (it isn't too bad) and convert over to the new gui.
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Marvin Fröhlich
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« Reply #8 on: 21. May 2007, 09:18:02 am » |
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The problem above was because I forgot to include a jar. I'm still having problems with one of the demos.
Nonetheless, I've made the decision to go open source. The goal was not to make money, the goal was to deliver a fun game. Anyone want to join on the open source? I could use someone with a good eye for architecture to clean my mess up (it isn't too bad) and convert over to the new gui.
I will happily help where I can and where I have time. Marvin
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jeepndesert
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« Reply #9 on: 22. May 2007, 01:30:35 pm » |
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It's officially open source. I have the source code uploaded to sourceforge. sagowar and sagospace.
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jeepndesert
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« Reply #10 on: 25. May 2007, 02:07:49 am » |
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The source code is all in SVN on Source Forge. I fixed the demo for Sago Space and Time finally!!!! I was screwing up the jar'ing of the dll's to not include the actual dll and with absolute file names. I haven't fixed proguard yet because of how I over-rode the swing overlay UI classes. I've added Marvin and BlueSky as project admins to Sago Space and Time and Sago War. I also recruited another developer. I sent SCAD a job posting to recruit some game artists and also talking to another 3D developer to join the effort. http://sagogames.home.comcast.net/
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Marvin Fröhlich
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« Reply #11 on: 25. May 2007, 09:46:55 am » |
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The source code is all in SVN on Source Forge. I fixed the demo for Sago Space and Time finally!!!! I was screwing up the jar'ing of the dll's to not include the actual dll and with absolute file names. I haven't fixed proguard yet because of how I over-rode the swing overlay UI classes. I've added Marvin and BlueSky as project admins to Sago Space and Time and Sago War. I also recruited another developer. I sent SCAD a job posting to recruit some game artists and also talking to another 3D developer to join the effort. http://sagogames.home.comcast.net/As I already wrote in the PM. You should not add everybody as an admin. Only if someone needs admin privs. dev privs are sufficient and nobody will dislike you, just because he hasn't been made an admin  . Marvin
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Marvin Fröhlich
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« Reply #12 on: 25. May 2007, 11:36:55 am » |
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I have created the missing trunk/branches/tags folders in the project repositories and moved the existing folders/files into trunk. You may need to recheckout the projects.
Marvin
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Marvin Fröhlich
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« Reply #13 on: 25. May 2007, 07:17:38 pm » |
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btw. Are you sure, you want the game to be released under BSD license? You might want to use GPL to better protect your source.
Marvin
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jeepndesert
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« Reply #14 on: 25. May 2007, 11:23:44 pm » |
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Thank you for all the tips and help. I'll go ahead and change the permissions and change the license.
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