Tuesday, September 8. 2009The Future of Game Development in KDE
Do you want to go to Qt Developer Days in Munich, October 12th to 14th? If so, read on!
Traditionally, game development in KDE has happened much like how you would develop any other application: You start out with an idea, then you boot up your vi/emacs/kdevelop or whichever other coding tool you use, and you start hacking together your game logic. Later on, or during this, you team up with a graphics artist, and maybe a sound artist, and you all work together to create a pretty, well sounding game. Now, we have seen in KDE 4 that this actually works. However, there is a fly in the ointment. One of those big, blue ones that just won't go away when you swat at it. First, of course, the graphics people and the sound people at some point have to start pestering the programmer to change their code so that their work can fit into the game better. Unless they know a little code, they have to rely on the coder to change which pieces of graphic and sound are loaded and played when and where. This makes it difficult for the sound guy to time his sounds so they fire at the right time, and for the graphics guy to time his animations so they play at the right time. But more than that, however, you have the problem that every time you start writing a game, you as a programmer end up rewriting the same code again and again. You write an input handler, you write a simple (or not) playing field, you write your gameloop, you write a structure to manage each of the objects in your game... Why is it that this needs to happen? Why can you not simply start up a tool, and start writing your game immediately? In other worlds, you have a number of tools to assist you in your task when you want to create a game. In the Windows and MacOS worlds you have tools like Game Maker and Unity 3D, and in our own world we have... Not a single thing. The closest thing we have is KDevelop 4 which makes some things easy for us, but even that is just a generic IDE, it is not something really geared to making games, and most importantly: You could never give a graphics artist or a sound artist KDevelop 4 without risking them curling up in a small ball and making unpleasant squeaky noises, something which is not particularly conducive to getting a game made. So, today i offer you the potential for a brand new scene, a new world: A world in which KDE ends up taking the indie games scene with a storm. Today, i announce: Gluon Creator. Based on the Gluon project's heavy legwork, the powerful systems inside KDevelop 4 and an investigation into workflows, Gluon Creator is a project which will aim at creating a tool designed specifically for creating games, which is useable by all the artists that make up the team behind them: Graphics, sound, level designers, game designers, coders and all others involved in the process. The connection this has with DevDays? Simple: Nokia has gracioucly offered to sponsor up to 15 people attending Qt Developer Days in Munich*, and in connection with this it was suggested that a developer's sprint should happen the weekend leading up to DevDays, in the style of those held for the KOffice, Amarok, KDevelop and other teams. The topic of this sprint would then, is my suggestion, be the initial creation and investigation into what would be needed for Gluon Creator to happen. So: To attend Qt Developer Days 2009 in Munich and the sprint leading up to it, get in touch with me, either by commenting on this entry, or by emailing me directly at admin@leinir.dk - please don't hesitate! And remember, just because you are not a coder does not mean you won't be useful here! *: Yup, there's one in San Francisco as well, however the sprint there will have a different focus, and i'm only sporadically involved with that one anyway and will not be going Trackbacks
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Then again: a creator normally doesn't expose the full functionality of the toolkit (Qt Designer is not for coding, UnrealEd is not for making full mods)
How to go about this?
A worthy concern, which might be worth discussing there - it shall go on the agenda
One thing to note, though, is that neither of those are complete tools. Please take a look at the two examples i gave in the writeup (Game Maker and Unity3D). That's what we've gotta work towards
Yeah, well, sure. But game maker is not really a full engine. It only covers part of the possibilities and Unity is only a combiner of data created by others (the editor, or at least what I know of it)
Unity3D at least has a rather large API of convenience functionality - basically removes all need for making boilerplate code. Plus, one of the niftier things about it is the components system. Very powerful stuff.
Very cool plan, thanks for spearheading this effort! Too bad I will not be able to attend this time
It's a shame, yes... We need all the people we can get for the sprint, so we can get this thing off to a good start
Actually there is a Unity competitor named ShiVa (http://www.stonetrip.com/) which has a linux version on their roadmap. If there would be such a game IDE for linux i think it would give games on linux a big boost! Hopefully gluon can compete with them someday!
Oh yeah and fork 1 499.00 for a license? LOL Don't you think it's a bit too much for a simple desire to make yet another Tetris clone?
On top of that it's closed source, and quite bloated by the look of it (not to mention those ugly colors!) And in the end what will you have? Another DSL-like game that barely fits into a modern Linux desktop environment. Ugly broken fonts, weird resolutions, sudden crushes which leave no trace, incompatible libraries, problem with sound, and much more. The beauty of Gluon is that it integrates tightly into KDE desktop
I'm not sure if you're aware of this, but there was another attempt at something like this in 2007- called kollagame- I remember there being a piece on it in one of the commit digests.
It can be found in trunk/playground/games/kollagame. Good luck, and I can't wait to try it out!
No, i was not aware of this! Definitely one worth checking out there
A cursory glance at the Plans file indicates that what they were trying to do is way more specific than what we're after here... But still, deserves a further look
No other game creation kit on Linux? Why hasn't anyone mentioned the Blender Game Engine here? I couldn't code to save my life, but I still managed to create a 3d platform game with enemies, music etc with it on my Linux box. Better yet, the Blender Game Engine can output games to Linux, Windows, Mac and more. It's fully open source and in the last 12 months has received radical speed and feature improvements.
Best of all you can create games with it, *without writing a single line of code*.
A description of Blender fits nicely into a single word: Scary. You may not be a coder, but you were still willing to learn to use Blender's interface, which i have often likened to Vi or Vim: Powerful, but with a learning curve which bends back on itself. We can do better
Ah yes, i should add, before you think i'm just bashing Blender because i don't like it or whatever - Blender is a really great tool, and i have seen what people can do with it in a week (my little brother is one of the people behind the Game Development Summer Camp here in Aalborg, and he will by the way be joining us in Munich
Sure. It takes a bit of learning, although the game engine part itself is pretty simple. Really, the toughest part is creating the models and animation, although it's no harder than on any other 3d platform.
I do think you're right in aiming at easy to use and 2d though. Because of this, I suspect that Gluon and Blender will be able to cater to two different niches. I learnt Blender to create essentially a 2d platform game. If Gluon had been around, capable of making a 2d platform game more easily, I probably would have learnt that instead (especially since I love KDE). So, I'm really hoping that Gluon takes off and does well. I dare say I'll use it to make a KDE game or two myself with it if it does. I'm sure it will be easier to use. I'd just question that it would be the first functional open source game kit on Linux. Anyway, wish you well. Feel free to let me know if you need some vector graphics.
Tehee, well that's really just depends on your definition of "functional"
The main question probably is:
What use cases should the engine cover? For 3D there are several engines like Ogre3D or Irrlich to name two. They reduce boilerplate code to a minimum and offer a rich API. In the 2D world there are things like ClanLib and PLib. All cover more or less different (primary and secondary) use cases. I am not sure why you say that there are no options in the OSS world. Besides that, there are some specialized things like the Adventure Game Studio (AGS, only free as in beer) or the already mentioned Blender Game Engine. I don't mean to discourage, just wanted to name some things that already exist and dissent your claim that there are no free options. And also that those engines may offer either ready code snippets or conceptual ideas that could be reused for the Qt/KDE based approach. For one I guess it should be affixed what the primary goal of Gluon should have - a primary 2D engine or a primary 3D engine. After that, it should be defined whether Gluon is just an API/Developer Framework or a complete infrastructure (for 2D it would be some sprite/level editor, for 3D some basic level designer, BSP generation etc.). Anyway good luck with the project! Sounds like a nice thing to have when it'll have a Qt like API.
The options you highlight are, while they succeed in reducing boilerplate code, not a solution you could give to a graphics artist and have them not curl up in a corner and cry... to put it like that
As for the primary goal - Gluon is squarely aimed at 2D, so that's what Gluon Creator is aimed at as well (of course) Thanks for the interest as well!
awesome news, i am delighted that games development will get easier under KDE/linux.
Let's get this started!
1. Create new blog 2. Design process 3. ... code ... 4. http://freegamer.blogspot.com is happy.
Wooh! \o/
hello, I just found this
http://love2d.org/home KDE interfacing could be like one the plugins amongst others fitting a "DesktopInteraction" interface (in the Java sense) to interact with the windows manager the game is installed in.
hello, did you know about löve ?
http://love2d.org/home KDE interfacing could be like one the plugins amongst others fitting a "DesktopInteraction" interface (in the Java sense) to interact with the windows manager the game is installed in.
No, i can't say that i've seen that before... However, it suffers greatly from one problem that most others also seem to, namely the one this blog entry is really about. Go into the Getting Started part of the documentation. Already within the first ten lines, they have started with code samples. That's sort of a good way to scare off graphics people right there
Dan is 100% right here. I actually am one of those artists who went to their site, looked at it and then left when I realised I'd have to learn coding before I could do any art with it. Don't get me wrong. I don't mind complexity (I've already learnt Maya, 3ds MAX and Blender), just give me a gui to do it rather than forcing me to learn code. I know most coders will get irritable at me for saying that, but that's why you're a coder and I'm an artist.
Anyway, I just want to say thankyou team Gluon for working on this. It's much needed and I hope to create some kickass KDE games for everyone when it gets to a usable state. I also have a bunch of original vector sprite art I did for projects like Secret Maryo Chronicals and a few others if it's ever of use.
Then you are exactly the type of person we're aiming Gluon Creator at
Thanks. If I may make a suggestion...
If you can make a development PPA / debs / RPM's / a compiling wizard available, you'll get a LOT more user testing. I run about 5 daily update PPA's (Inkscape, Scribus etc) but the only things I've ever bothered to learn to compile are Krita and Karbon, and only after about 4 years! Kdenlive had a good solution where they made a GUI that checked for dependencies and did the compiling for you. Because of that I filed / triaged over 100 bugs for them. Anyway, thankyou again for working on this. The future of KDE / linux games is looking brighter!
So you'd want to build some draw, click & play thing like Adobe Flash editor ?
No - there's a reason i mentioned Unity3D and not the Flash editor
Game programming for Linux is something I am definitely going to go into.
I've been planning out some game software in java, but I'm really thinking of switching it to KDE. You guys deserve it. Keep up the great work.
Well, if you feel up to it, you're welcome to drop by the irc channel
(p.s.: you might want to actually report the errors you've found in amarok to the amarok devs, otherwise it's going to stay broken |
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