Monday 21 May 2012

Flying a desk in bad weather

I don't like this new "blogger" interface at all. Nonetheless. This is a post I kept putting off but it's not all bad news so I'm comfortable making it now.

As some of you are already aware my funds for this venture expired at the end of March when it ceased to be a full time enterprise. All time on the project is whatever I can scrape together (and justify) between other work. Currently I'm under contract to finish a book on terrain modeling for programmers and artists using GROME 3.1 for Unity, UDK, iPhone and Ogre3D. I have to say it's been a blast working on this. A wise man one put in his forum sig "Best way to learn is to teach others."

In it I'll be covering diverse topics such as world scales, FPS engines, terrain tiling and LOD, procedural generation of topography, textures, importing DEMs and exporting terrain so it will run on Unity iPhone and more.

Asynchronous terrain tile loading was something I was researching for the next iteration of the Combat-Helo engine which is why I ended up being asked to write the book. Hopefully I'll be in a better position to put it into practice (beyond the examples in the book) later in the year. Expect publication around end of August/September, if only for my terrible puns. Too bad nobody seems to be hiring to do this stuff.

Watch out for: Grome 3.1 Terrain Modeling with Ogre3D, UDK and Unity3D
ISBN# 978-2-849529-18-2

Coming to a bookstore this Fall.

But what about Combat-freeking-Helo?

Only getting a few hours a week to tinker is not enough. The problem is interest from debts incurred during development can no longer be supported out of my own pocket. Costs of hardware and licenses not to mention time (Dave didn't get paid at all, I owe him a massive beer tab and a luxury foot-massage - at least) need to be addressed. In addition legal costs of releasing can't be met, and they are necessary today, more so than ever.

It is a frustrating situation. Kickstarter has been mentioned by some readers. They are popular atm, seems every man and his dog is funding re-makes on it. Unless I can find a business development manager to set-up a US based entity it's not going to be an option for us. I don't have the time or experience of US business law to set one up. One UK developer (Carmageddon) recently had to do just that, I envy them.

From the start I clearly said I wouldn't work on the project unless it was funded, when that funding didn't appear I went ahead out of my own pocket but knew time was limited. If we could literally kickstart this thing and give it what it needs (business development, professional audio, animation library, second programmer, Dave's beer tab) to the tune of about $20,000 we're good. That's the sit-rep. When I get current commitments out of the way I can devote a little more time to fix pressing issues.

As for the work that is being done:


  • I redeveloped the audio script for the Firing Range. It would be nice if we can at least get the minimum amount of voice work done to bring life to the cockpit.
  • LUA scripting of mobiles is partly complete. Need to create nav-grid data, still outstanding.
  • Flight model still down, forces are not getting updated and attempts to debug have not met with success. Will be something simple but like finding needle in a haystack, time intensive. Came up with strategy to deal with this thanks in part to the Leadwerks Community Project guys.

Mossie - "Victory Stings the Loser"

Paolo has been busy with his own family commitments and found time to finish off the game's mascot, looking excellent in my opinion. I hope to have some made up into squad patches for a limited edition release (if only because I want one on my jacket so I might as well get a bunch made up).

He's been brainstorming game-play record keeping ideas, some of which will make it into the game as they are way better than mine and as it turned out, easier to implement from an art point of view.



Moving on to other things. It's my personal blog so I might as well indulge myself and write about what else I've been doing.


Dungeon Crawlers

I started a small series on "Procedural Content Generation". A tutorial on building an old-school dynamic Dungeon crawler in LUA. When creating the combat-helo vehicle scripts I realised I was missing some subtitles of LUA, this has been a good opportunity to explore it. Here's links to the first 3 parts. The final two parts will be posted after I get my current book chapter off to the publisher.

  - Procedural Content Creation Part 1
  - Procedural Content Creation Part 2
  - Procedural Content Creation Part 3


Proland 4.0 goes OpenSource

Back on the subject of terrain, some great news this month as Proland 4.0 went opensource under a dual commercial GPL3 license. If you're not familiar with Proland it's the work headed up by French researchers Eric Bruneton and Fabrice Neyret. While they were at the time reluctant to license for militaristic applications we were quite interested in using it for a Search and Rescue application (the project later became tied to Unity and using GROME as a world data import tool).


Here's the text of the announcement:

INRIA is pleased to announce that Proland has been released in Open Source:

http://proland.inrialpes.fr

Proland is a C++/OpenGL library for the real-time realistic rendering of very large and detailed 3D natural scenes on GPU. It is capable of rendering entire planets from ground to space. Proland is released under a dual GPLv3/commercial license. You can try it by downloading the precompiled Windows demo at http://proland.inria...r/download.html.



ZOMBIES

The Leadwerks community recently got together to start building a Zombie FPS. I'm not doing much of anything except this time I'm doing it in C++ and using TinyXML to do all the game loading and saving. Just watching some of the guys put down animation code here, subway level designs, weapon code. Quite inspiring. Everyone seems to have something to bring to the party, even if it's just my two tins of Dutch lager.

I think the "Worst Case Scenario" game idea is a good one. Giant ants, a 53.5ft tall woman, amorphous blobs, zombies, walking plants and secret nuclear tests all thrown into one bad day in Smalltown USA is a Steam classic waiting to happen. Did I leave out the alien robot and killer rabbits? How foolish. I look forward to playing the LCP (Leadwerks Community Project) game which is already taking shape.


Parting Shot

As usual, if there's any major announcement it will be made here. My twitter feed tends to have a high signal to noise ratio.

20 comments:

  1. Looking forward to your book. Very interesting subject.

    I'm keeping my fingers crossed for Combat Helo too.

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  2. Why do you need to use KickStarter? Just put a paypal donate button on your website.

    I'll gladly donate $100 to improve the chances of this game being released and I won't expect a free copy or bad mouth you if it isn't finished.

    It's worth a try seeing how many others there are out there who are willing to pledge a no strings attached donation.

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  3. Hi Flex. Im sure that we all wish You good luck with this project and we hope You will get that "donation" thing running.

    Mossie is just GREAT! Love the Hellfire seeker shading. Looking forward to see it in the sim. SOON! :-P

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  4. Thank you so much Pavel.

    I'm still convinced I should work on the patch background...
    Unfortunately my HDDs gave up on me, so now I'm waiting for the new one to arrive before I can see if anything can be salvaged.

    There's the concrete risk I lost everything apart from few mid-rez pictures... :(

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  5. Sorry about your HDD Paolo.

    I totally didn't think to sort you out a DropBox for off-site storage.

    Next week I can devote a few days to the project. Let me know when you get sorted.

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  6. Yeah, I totally should have back'd-up meself.

    Ohwell.
    I have faith, I've actually found some interesting software that would allow to recover some stuff.
    We'll see.

    No probs.

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    Replies
    1. Well...that really sucks. Sorry to hear that. Hope You will recover it ok.

      About that patch...yes, I agree. Maybe to put it into some darker color with more shading and negative text maybe. Dont know. Its gonna by small, so I dont know if the text will be visible. Just my opinion. :-)

      Anyway, I love the drawing. Looking forward to see it on the "beast". :-)

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  7. Looser refers to how something fits

    Loser refers to whether one fails or succeeds.

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  8. Heh, thanks for the correction.

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  9. That PROLAND is freaking awesome!!!

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  10. Replies
    1. Yeah. And it runs very nicely. Beautiful.

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  11. Hey Flex, is it possible I could send a suggestion your way? Look at http://www.digitalcombatsimulator.com. They have officially started supporting third party development, and I believe for profit. They actually provide assistance on the project I believe also. I'm not sure how difficult it would be to port your work over, but most of their scripting is done via LUA also. I just found your work and I must say, it's quite impressive how far you have come with this project. I would love for it to live on.

    And before you ask, no, I do not work for them, but I own everything they have released and will release as the products they are putting forth are amazing.

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    1. I'd be careful with DCS: on one hand having the Apache model would be great, but on the other there are a series of limitations that have to be considered, the main two being the way missions are set-up in DCS (dynamic campaign? That's how they did it in the stone age) and that there might be some legal problems down the road if the CH project reaches fruition, since TFC might take issue at the development of a new game with a model that they use for their title.

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    2. There's an expectation that anything with a DCS badge would be pretty accurate. They have user base, a proportion of which is borderline nuts and will issue violent verbal assaults if they think your are compromising THEIR idea of what is right or wrong. It's not something I want to be subjected to.

      Combat-Helo is the sum of thousands of hours of conversation, video and image research and code experimentation. A lot of information isn't in the public domain it's impossible to meet those expectations.

      I'm told most of what we've done it is pretty close but that's down to our peculiar development method of educated guess work, blog, feedback and revise cycle. Not sure that counts as Agile. But it's not just about an aircraft, it's about a game, the thing that keeps you playing. All the stuff I dare not blog or post about because I want to release my vision before it gets ripped off. I don't worry about anyone else releasing a D model sim because I THINK I know what it is folks really want even if they don't. That's what I'm committed to delivering however long it takes. And if I'm wrong, well I can live with that.

      It's possible to do a snapshot campaign in DCS, I made one for Black Shark to test a C# class that converted LB2 missions. Worked as an external app, it had many problems.

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    3. From what I understand of third party developers in DCS you can do 1 of 2 things. Release a DCS aircraft_x or you can release a CH aircraft_x for DCS. So you are thereby not constricted by a level of fidelity and control from ED.

      I don't think anyone wants you to drop CH but rather quite possibly a AH64 add-on to DCS without the development of a dynamic campaign, mission editor etc wouldn't be as large a task & provide some funds which would allow CH to reach fruition.

      Of course I have little idea how much work creating a 3rd party AH64 for DCS would involve but I think you will find that if you did it would be very popular. Of course the forums have their nuts but in general I think they are a friendly lot in comparison to most forums I have visited. They have certainly welcomed the 3rd party developer IRIS Flt Sim Software with open arms. Worth a look imho flex.

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    4. Although you won't get many arguments from me as for the 'hardcore' nuts, they are a simple minority on the forums.

      As well, A lot of leeway is given to the third party developers because they are just that, 3rd parties, and they are implementing aircraft that we so very much want to see, and this is one of them.

      I think your product looks amazing, and the only reason I brought up DCS port/implementation is because of the issues you are having currently with your development being placed into its unfortunate situation. I in no way meant to detract from what you have done here, which is phenomenal. I really do hope you get the chance to release this, and if you do, I can assure you it would be a product I would buy, but I'd also buy it for DCS World.

      The other advantage with DCS world is that there will be other aircraft already created that it can interact with in a multiplayer platform. The only downfall is, yes, there is not currently a Dynamic campaign engine. That said, the mission editor is very powerful, intuitive, and easy to use. Perhaps one day they will have a dynamic campaign generator, but till that day comes, we deal with what we can.

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    5. The advantages of building a DCS aircraft is clear but unless someone puts up development costs we can't do that.

      Currently I'm working on other things to pay the bills and a full-time job starting shortly (which I'm very excited about and it doesn't intrude on my creative programming). Things are looking better than they did last week. Now I know what's happening we can get started on a plan after the dust has settled.

      We will get there. Not done all this work go for nothing that's for darn sure.

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  12. Awesome. Good to know Flex. Glad to hear it's getting back into a semi normal situation at least.

    As for development costs, I can't really give that info, as I just don't know. However, best bet would be to try to get a hold of Wags over on the forums over there. He could at least point you in the right direction. They are very open, and the really great thing of all of it is it's really just the aircraft and systems that integrate right into the world, and all the assets like ground forces and stuff are already in the game.

    Like I said, just a thought. Either way, I can guarantee I will purchase your product when able, because it honestly looks amazing.

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  13. Appreciate the feedback and support Derek.

    (Matt) Wags and I have swapped mails a few times in the past so I know how professional and passionate he is about the work. He knows I'm coming from a different direction attempting to appeal to a broader audience but we do cross-over in the realm of systems integration and passion for the subject.

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