RoadMap

So, its been a LONG time since i last posted anything here, i know, but ive been very busy… busy reading on about game development, c++, OpenGL and generally, busy with my own life… but ah well, at least ive made up some decisions and have devised a roadmap of sorts for how i want the OpenAIArena project to progress, so, enough with the talking, and on with the updates…
The OpenAIArena & the Exlie projects will be handled differently, since mainly, the OpenAIArena is more of a learning project for me, and on Exile, i hope to have it on production quality level…

SO, for the OpenAIArena, i will likely develop my own Gfx, Physics, Sound & Input engines, in order to grasp what goes in to the development of such engines and try to pick up a bit of knowledge on the way… later on, i will prob replace these engines with some Opensource engines (prime candidates include Ogre3D, OpenDynamicsEngine, etc) to focus on the AI and overall engine handling and benefit form the advances in these engines..
As for the Exiles project, i will probably opt to using ready opensource engines from the get-go, so as to decrease the game dev time and focus on the game itself… i might even look into using some free editions of a complete game engine, (crystal space, or torque) as opposed to gluing different engines together… currently, Crystal Space seems to be the best candidate (free, integrates with ODE, has CELayer, many plug-in modules, etc)

For some other news, i have had another programmer contacted about maybe joining work on the OpenAIArena project… this will be great, since i could really use the extra hand… i was also thinking that once i get the general description of the project up and posted on SourceForge, i could post the project announcement on a few sites (like digg, gamedev.net, etc so that it can attract developers…)

thats it for now… till the next time…

~ by alihelmy on Saturday, June 28, 2008.

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