I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add.
My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task.
Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map.
Well as you said this is mostly dependant on the device you'll be using. My answer will only be theoretical. The most important to make things simple is to be sure that the controller has a public (or not) Sdk or Api that let you bind it with your game engine.
For your second question, my first guess would be XNA which supports natively the Xbox controller. But again this depends on your choice of controller.
to AI would probablly be helpful as i've never worked with it: How do you guys suggest i get started? (Btw: i'm using box2D/ SFML at the moment) oh yeah and preferably open source =) ...i'm wondering if there's any 2D AI source code or engines out there. I'm inspired by the Euphoria engine, and want to use whatever is already out there to make something like it in 2D, where the characters can move left and right, and attempt to preserve themselves. The only new feature i would want to add on is ability to learn from common results after an action. I'm thinking the way it would
to "run them all". I've only written gameplay tests so far, but I feel like a complete game in the same style of programming would be a gigantic headhache source. I am now facing a problem/question : should I be considering creating my own little "game engine", learning through it, adding features as I need them ? I think it could be a really good experience, but it would certainly take time as I'm no professional, and I don't have a clear view of "how-to" yet. I am using SFML with C++.
Possible Duplicate: Are there existing FOSS component-based frameworks? What open source game engines with component-based design of game objects do you know? And which best of them? I mean best not in Graphics or Physics, but best in context of Behaviour, Messaging, etc. This question is the result of inspiration by another question Thank you!!!
I'm looking for some other open source games out there that I can port (easily or not) to Android. I know that it's possible to port Wolfenstein and Doom and was wondering if there are any others out there. I was thinking of Civilization (I remember a linux port some time back) and a few others. It can be in C/C++ or Java. Thanks in advance.
the release of the quake3 engine changed for open source developpers (except the infamous invsqrt method). I heard Carmack released it for students or people alike, but C++ is here: is quake3's code...Everybody heard about the release of the Quake3 source code. But since it's plain C but uses OOP a little, isn't it too complex to decipher or to use for large projects such as a 3rd person shooter/hack&slash with smooth camera movements ? Would it be a good idea to use it instead of Ogre, I want to be sure it's really harder to use since it's only an engine dedicated to FPS. Ogre seems
I am looking for a library which would easily allow me to render shapes (cubes, spheres, lines, circles, etc.) in 3D3 and OpenGL if possible. I want to be able to rapidly design visual debugging tools and I am not proefficient enough in graphics rendering to do it myself (writing the low level stuff that is). The library would have to be for C/C++. I've already taken a look at the open-source 3d engine, but I feel those are too big for what I really need. Do any of you know if such library exist? If so, links would be appreciated!
GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch...I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains... a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low
animation I would end up storing a lot of data that I don't really need, even if I'm indexing node and frame data when saving and then store the hierarchy with the indices to the actual data. I don't know if my speculations are ok, as I don't have much experience with 3d animations yet. I want to make a well decision as any option I choose would require a lot of work to get it to render and I...well... I'm building the animation system of my game engine (the skeletal and skinned animation stuff), and I came to a point where I added so much functionality in the frame and node structures
the correct build settings in Eclipse, but I just don't know where I'm supposed to add the info for the libraries. I tried adding it in the linker section, that didn't work. I tried a bunch of other things, nothing seemed to work... Help would be appreciated, possibly as comprehensive as possible... I'm open to alternatives to Eclipse too. And the only reason this is such a problem is because this is the first time I'm trying to start a bigger C++ project, and I decided perhaps it's best to use some tools to make it a little easier, rather than a basic text editor (especially for debugging). Oh