Author Topic: What is the development status of Glest?  (Read 1398 times)

softcoder

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What is the development status of Glest?
« on: 11 November 2009, 05:38:54 »
Now that our family is mostly done moving, I'd like to know what the development status is of Glest? I did a little work last year fixing a few bugs and noticed:

a) there is the main glest games which was in need of some re-design to allow more concurrent multiplayers (> 3 players makes everything crawl due to a bad design of network and graphics synchronization).

b) there is this GAE spin-off (I know very little about).

Where should developers focus their attention and where is the "feature" list request from people in these forums?

Thanks

-Archmage-

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Re: What is the development status of Glest?
« Reply #1 on: 11 November 2009, 06:02:16 »
Welcome Back!

Vanilla Glest is no longer under development. :(

But the GAE team is still working hard! :)

Quote
Where should developers focus their attention and where is the "feature" list request from people in these forums?

Look around in the newest topics of the GAE board, that where most of the action is.
Egypt Remastered!

Proof: Owner of glest@mail.com

John.d.h

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Re: What is the development status of Glest?
« Reply #2 on: 11 November 2009, 07:17:48 »
All of the members of The Glest Team have moved on and are working on other projects, and Martino basically said that version 3.2.2 would be the last, and GAE is now the "official" development branch for Glest.  GAE is getting closer to being stable and it's getting a new pathfinder soon.  As a nice bonus, while working on the pathfinder, they found a way to enable water travel!

Yea, I still think the networking is the most important part.  If you want a rough date for this, I'm hoping we can have it ready in January.  Also, I'm hoping we can get all of Silnarm's pathfinder stuff and maybe some minor AI tweaks in as well.

Hailstone, Silnarm: Maybe we can have a real meeting next weekend and work out a roadmap?  Maybe we can start discussing the items.  Here's what I can think of off the top of my head:

  • Networking rewrite
  • No more slutty singletons (being done in network rewrite)
  • Core class refactoring (Program, ConsoleProgram, GuiProgram -- also being done in network rewrite)
  • Pathfinder enhancements
  • AI enhancements
  • Rendering performance enhancements
  • GUI implementation -- make GAE fully skinnable and all UIs defined in XML (or similar) files.
  • Lua extensions (fully Lua-ization of engine & GUI)
  • Lua-ization of skill & command types
  • Entity/Object refactoring -- this is part of the path to full physics (a.k.a., tossables), doodads/"whats-its", enhanced projectiles (more trajectories and possibly line of sight restrictions), everything being able to have a particle system(s).  This is also part of the path to FPM Monks being able to have an "<Insert Deity's Name>'s Grace" skill that creates a static field with a visual effects and an emanation, but not an actual unit.  In essence, there will be a new base class for all attack objects (currently AttackParticleSystem), units, whats-its, triggers and other various odd entities (like the FPM Monk's ability).
  • Simple wind & swayable objects (bushes, trees, grass, etc.).  Particles will be affected by per-cell or per-area wind drag.
  • Ripping out abstraction layers in shared_lib that we know we'll never use.
  • Locally stored resources and skills to replenish any of them.  This may also entail converting HPs and EPs to locally stored resources.  (this is mostly completed in the old 0.3 branch)
  • Entities need the ability to alter ambient light in the area around them instead of just specular
  • Garrisoning and walkable walls

What else?

EDIT:  Oh wait...

  • Skeletal animations and support for other model formats (maybe the .blend format?)
  • Replacing current jam-based build system with pure GNU autotools.
  • Move tinyxml to a sub-project of it's own because it requires RTTI (we can compile it into a static library like shared_lib and then link to it).  Also, Gentoo removed the tinyxml package and is no longer supporting it -- those bastards!  If expat is tinier than tinyxml, then we can consider using that instead since tinyxml isn't supported.  Otherwise, we'll just maintain it ourselves.  :)
  • Remember non-allied buildings and store them (in the team's annotated map?) and display them as in the state we last saw them.  So if a building was damaged, it will continue to appear damaged until we visit it again, even if it is repaired.  If a building goes away, we will continue to see it until we visit it again and discover that it's gone.  Ditto for buildings being built.
  • proper AI for dealing with enemy walls
  • Hailstone's Describable framework?  The more I run into this code (skill & command types) the more I like the idea.
So I think getting the pathfinder and networking done should be the biggest priorities, then titi can have a 'feature freeze' and hopefully we can find some stability soon there after.
ok, so networking & pathfinder and then feature freeze.  We'll start 0.3 with the GUI changes and I can pull my crap back out of the old 0.3 branch and we'll start screwing it up from there.   So where's this issue tracker?  The one in sourceforge?  So here's my 0.3 list then:
  • GUI Fun
  • Lua-ization of internal game objects
  • refactoring "Game Objects" -- all derived from a single base class, particle systems for everybody, enhanced ranged attack trajectories and properties (collisions), "incorporeal" (i.e., not selectable) entities like time the FPM Monk's thing, etc.
  • whatever de-singleton-ization that wasn't finished before
  • chop up shared_lib (remove unneeded abstraction)?
  • Maybe some stuff from the old GAE 0.3 planning thread
  • Conversion of "repair" skill to "replenish" (already done in old 0.3)
  • whatever else


 

anything