That 'other' engine I'm working on (development blog?)
Posted: Sun Jul 10, 2005 9:33 am
After years of having people ask if they can post news about their own engines, here I am doing the same thing...
First, I'd like to ask the community - do people mind if I post somewhat 'off-topic' news updates about Beyond Virtual here (in the general discussions forum)?
Even though we don't have the Indie license available yet, i'd like to keep anyone that's interested up to date with how things are progressing, but also don't want to offend anyone by posting news about our non-RF development efforts.
I may setup a more permanent 'bv blog' on the uber-geek.ca site if people don't want me to post here, but i figured it would be interesting to some people to see how we are putting bv together...let me know if i'm wrong in thinking this.
--------
With that said, i'll post a brief update on what we've been working on for the past few months, I've been pretty 'out of touch' lately, I apologize for that. I'd also like to apologize for the RF site downtime and disappearance of the old RF hosted sites.
My offer still stands - if anyone would like to access their old RF sites that I was hosting to get access to their sites & info there, please email me & I'll get the info online so you can grab it.
The reason for the disappearance was that a hacker used the Ikonboard to basically get root access to our server and installed a program onto the machine that started doing ICMP flood attacks against other machines. (ICMP is used for 'pinging' other servers).
The server that we have is fairly hefty - it's a dual xeon 2.4 ghz machine with a TON of ram, so it basically overwhelmed the entire OpusHosting network and took all of their servers and sites offline as a result of the outgoing traffic.
Anyone that hosts their site with Opus likely noticed the downtime - it took them a while to figure out what exactly was going on, and once we figured it out, we decided that the best thing to do was to pull the entire server offline until we could back up the data that we needed & reformat the machine.
Unfortunately, we do not have a fulltime sys admin maintaining the server (being a small company), and getting the entire server back operational still has not yet been completed.
My thanx to QoD for taking the initiative and getting the RF community back up and running - there wasn't really much else that we could do. We still have no idea what other 'treats' that our hacker installed on the machine, and as a result have had to literally go through all of the websites directory by directory to make sure that we aren't re-infecting the machine once we do get it reformatted and resetup.
Such a hastle even if we DID have a fulltime sysadmin - let alone with a parttime one that we bribe with beer for work ;}
ugh...
-------
Anyways, onto Beyond Virtual news.
At the moment, we have 1 in-house fulltime programmer working on BV (besides myself), and we have brought on another developer with a ton of industry experience to serve as the Art Lead / Technical Artist for our company as well. He has worked at both EA & Radical as a technical artist, has programming & art/3d modeling experience and looks like he's going to be a major addition to the team.
Our immediate tasks for BV are completing the move from the Steer Madness gameshell to a more generic 'reusable' game shell that can be used for any type of game based on the engine. This is quite a task in itself, as the entire engine was built with Steer Madness in mind, so there are a number of things that we are doing to make it more 'RF-like', such as setting up a number of additional configuration / setup files so that you can setup global paths for all content & assets (similar to RF's directory path system), as well as removing any Steer Madness-specific assets that the controllers themselves are dependent on. (FYI, Controllers are to BV what Entities are to RF/Genesis).
We are hoping to complete the first-wave of development on the generic gameshell this coming week.
At the same time as getting this basic game shell ready to go, we have been working on the basic directory structure that BV-based games will use for content, scripts etc. RF users will find that it's fairly similar to what we have setup with RF, except things like textures and 3d objects don't need to be compiled at all - they are simply organized into directories for easy modification during the development process.
Other things that we have been working on are more fallbacks and failsafes for file loading - currently the engine is designed to work how the Veggie Games team developed their content, but teams using the engine will have alot more flexibility (and the engine will allow) alot more freedom on how you want to setup your games.
On the list for the near future are:
- completing the update of the current controllers so that the ODE physics are supported all around (currently the vehicle, player & object support is in, no ragdoll at the moment though)
- enhancements on the level editor (supporting multiple worlds instead of one large one, adding more gui 'widgets' to allow a more flexible interface among other things)
- continual work on the art pipeline for other 3d packages - our maya & max support currently is for static objects only, animations & morph tagets are next
- ongoing work on the gameshell
------
At the moment, we have 1 project underway in-house (contract to develop a prototype for a 3rd party) and have 2 other projects that are beginning development (one in-house IP and another contract for a protoype).
Creating this wide range of prototypes is being extremely helpful as we become more familiar with the engine ourselves and determine what BV's strong points are and where we can make improvements to the pipeline and engnie overall.
--------
A brief note about the Indie License - we ARE currently licensing BV to comercial developers - however in order for the toolkit to be truly useful to indie's that are used to an 'RF' type engine, there is quite a bit more work that is required. When you normally license an engnie like Source or Doom3, basically you get a dump of their source code, and that's about it. The job of turning it into 'your' game is pretty much up to you.
The more I work with Bv, the more I remember just how much work we put into RF to make it as flexible and powerful as it is - all using the same EXE. It's quite the achievement and is highly underrated for what it is.
With Torque or any other engine every single game that comes out with the engine is a completely different EXE with it's own customized features and/or code tree - with RF, we have dozens (literally) of games that could all theoretically use the same EXE (if they were all released at the same time.
the only real reason they can't is because we don't have the original art assets to rebuild the bsp's - the raw 3dt files and actors from the original RF release (back when it was called the Rabid Games Framework) could still be compiled and run with RF - i actually have some very old 3dt files kicking around (like my old ground zero game) that i did this with - it's funny seeing how much my level design skills with genesis/rf have improved over the years..
Anyways...RF developers should be very proud of what they have created - there isn't another engine like it in the world - and likely won't be for quite a while.
Cheers
Mike W
GDGi
http://www.gekidodesigns.com
First, I'd like to ask the community - do people mind if I post somewhat 'off-topic' news updates about Beyond Virtual here (in the general discussions forum)?
Even though we don't have the Indie license available yet, i'd like to keep anyone that's interested up to date with how things are progressing, but also don't want to offend anyone by posting news about our non-RF development efforts.
I may setup a more permanent 'bv blog' on the uber-geek.ca site if people don't want me to post here, but i figured it would be interesting to some people to see how we are putting bv together...let me know if i'm wrong in thinking this.
--------
With that said, i'll post a brief update on what we've been working on for the past few months, I've been pretty 'out of touch' lately, I apologize for that. I'd also like to apologize for the RF site downtime and disappearance of the old RF hosted sites.
My offer still stands - if anyone would like to access their old RF sites that I was hosting to get access to their sites & info there, please email me & I'll get the info online so you can grab it.
The reason for the disappearance was that a hacker used the Ikonboard to basically get root access to our server and installed a program onto the machine that started doing ICMP flood attacks against other machines. (ICMP is used for 'pinging' other servers).
The server that we have is fairly hefty - it's a dual xeon 2.4 ghz machine with a TON of ram, so it basically overwhelmed the entire OpusHosting network and took all of their servers and sites offline as a result of the outgoing traffic.
Anyone that hosts their site with Opus likely noticed the downtime - it took them a while to figure out what exactly was going on, and once we figured it out, we decided that the best thing to do was to pull the entire server offline until we could back up the data that we needed & reformat the machine.
Unfortunately, we do not have a fulltime sys admin maintaining the server (being a small company), and getting the entire server back operational still has not yet been completed.
My thanx to QoD for taking the initiative and getting the RF community back up and running - there wasn't really much else that we could do. We still have no idea what other 'treats' that our hacker installed on the machine, and as a result have had to literally go through all of the websites directory by directory to make sure that we aren't re-infecting the machine once we do get it reformatted and resetup.
Such a hastle even if we DID have a fulltime sysadmin - let alone with a parttime one that we bribe with beer for work ;}
ugh...
-------
Anyways, onto Beyond Virtual news.
At the moment, we have 1 in-house fulltime programmer working on BV (besides myself), and we have brought on another developer with a ton of industry experience to serve as the Art Lead / Technical Artist for our company as well. He has worked at both EA & Radical as a technical artist, has programming & art/3d modeling experience and looks like he's going to be a major addition to the team.
Our immediate tasks for BV are completing the move from the Steer Madness gameshell to a more generic 'reusable' game shell that can be used for any type of game based on the engine. This is quite a task in itself, as the entire engine was built with Steer Madness in mind, so there are a number of things that we are doing to make it more 'RF-like', such as setting up a number of additional configuration / setup files so that you can setup global paths for all content & assets (similar to RF's directory path system), as well as removing any Steer Madness-specific assets that the controllers themselves are dependent on. (FYI, Controllers are to BV what Entities are to RF/Genesis).
We are hoping to complete the first-wave of development on the generic gameshell this coming week.
At the same time as getting this basic game shell ready to go, we have been working on the basic directory structure that BV-based games will use for content, scripts etc. RF users will find that it's fairly similar to what we have setup with RF, except things like textures and 3d objects don't need to be compiled at all - they are simply organized into directories for easy modification during the development process.
Other things that we have been working on are more fallbacks and failsafes for file loading - currently the engine is designed to work how the Veggie Games team developed their content, but teams using the engine will have alot more flexibility (and the engine will allow) alot more freedom on how you want to setup your games.
On the list for the near future are:
- completing the update of the current controllers so that the ODE physics are supported all around (currently the vehicle, player & object support is in, no ragdoll at the moment though)
- enhancements on the level editor (supporting multiple worlds instead of one large one, adding more gui 'widgets' to allow a more flexible interface among other things)
- continual work on the art pipeline for other 3d packages - our maya & max support currently is for static objects only, animations & morph tagets are next
- ongoing work on the gameshell
------
At the moment, we have 1 project underway in-house (contract to develop a prototype for a 3rd party) and have 2 other projects that are beginning development (one in-house IP and another contract for a protoype).
Creating this wide range of prototypes is being extremely helpful as we become more familiar with the engine ourselves and determine what BV's strong points are and where we can make improvements to the pipeline and engnie overall.
--------
A brief note about the Indie License - we ARE currently licensing BV to comercial developers - however in order for the toolkit to be truly useful to indie's that are used to an 'RF' type engine, there is quite a bit more work that is required. When you normally license an engnie like Source or Doom3, basically you get a dump of their source code, and that's about it. The job of turning it into 'your' game is pretty much up to you.
The more I work with Bv, the more I remember just how much work we put into RF to make it as flexible and powerful as it is - all using the same EXE. It's quite the achievement and is highly underrated for what it is.
With Torque or any other engine every single game that comes out with the engine is a completely different EXE with it's own customized features and/or code tree - with RF, we have dozens (literally) of games that could all theoretically use the same EXE (if they were all released at the same time.
the only real reason they can't is because we don't have the original art assets to rebuild the bsp's - the raw 3dt files and actors from the original RF release (back when it was called the Rabid Games Framework) could still be compiled and run with RF - i actually have some very old 3dt files kicking around (like my old ground zero game) that i did this with - it's funny seeing how much my level design skills with genesis/rf have improved over the years..
Anyways...RF developers should be very proud of what they have created - there isn't another engine like it in the world - and likely won't be for quite a while.
Cheers
Mike W
GDGi
http://www.gekidodesigns.com