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.plan
The intro covers the basics of what I plan on covering with PIGE. As with any large scale project, this list of intended items may shrink (probable) or grow (not as likely), depending on the amount of available time, brain power, and resources. Here is the list of topics I will be covering with PIGE
During the Autumn of 2001, I am taking 3 credits of thesis, and during this time, my main goals involve setting up simple programs and getting them running under Mac, Linux, and Windows operating systems, and then begin constructing a simple example of the game engine. This first example may not include too much past a few corridors which the user can move about in. These are some of the intended goals to be fulfilled by the end of December.
In the Summer 2002, I worked primarily on OpenAL. Proper tutorials and documentation are not easy to come by for OpenAL, and even more so in regards to OpenAL and Mac OS X. My current work is trying to separate the information and demos which I have found, and properly organize the code for PIGE. Especially in this realm, the PIGE project is not just its own project for a game engine, but it is also providing some useful and necessary information on OpenAL. Autumn 2002 Yet another semester, and now time to pull out the magic hat and start pulling out some rabbits (and a few miracles along the way). Here is a loose schedule on what I'm planning on accomplishing along the way this semester.
Spring 2003 One more semester...that's all...this time. Or that is what I keep saying. If all which is planned goes as planned, the plan is, that the initial version of PIGE will be completed. In addition to the various components of getting a 3D engine working such as proper collision detection and object picking/selection, I might also incorporate some AI technologies such as path finding and using the A* search.
Future For this project, I am trying to create a core set of tools which should be easily extendible for other technologies to attach themselves to PIGE. Other areas I'd like to see PIGE reach towards are importing various file and model formats, whether it be Quake 2 models, or scenes from Maya or 3D Studio Max. Also, providing the proper tutorials for advanced lighting and shadow techniques. The proposed final result for PIGE is to develop it into a sophisticated and abled enough gaming engine to create the 3D RPG/Adventure game Psychomancer. Page created: 20. September 2001 Last modified: 13. January 2003 |