digitalmars.D.announce - OpenMW 0.6 (+Monster) is out!
- Nicolay Korslund (15/15) Mar 07 2009 Those following the progress of D in game development might be intereste...
- Kenny B (3/25) Mar 08 2009 Well, I'm surprised that no one has responded to this yet... this is a v...
- Nicolay Korslund (4/7) Mar 09 2009 Many thanks. I've posted about it a few times already, so I guess those ...
- Tomas Lindquist Olsen (30/31) Mar 10 2009 ....
- Nicolay Korslund (3/17) Mar 11 2009 Thanks. I've added some specific Arch instructions to the readme based o...
- digited (2/24) Mar 11 2009
Those following the progress of D in game development might be interested to know that OpenMW 0.6 is out. OpenMW is an complete reimplementation of the game Morrowind, written from scratch in D (with some C++ glue for the libraries.) Since it's just an engine implementation though you still need the original game (data files) to run the game. OpenMW is still at an early stage, but new in this release is a new GUI based on MyGUI, a powerful, OGRE-based GUI system made for games. You can see the result here: http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18 It also includes my very own scripting engine, Monster, which was specially designed for this purpose originally but is now an independent engine. Monster just reached its alpha stage (v0.11), and now has full inheritance/polymorphism, a D-like module system and lots of other new features. It's especially designed for quasi-concurrent situations like you often see in gaming, such as this: say("Follow me!"); sleep(3); moveTo(targetPoint); say("We're here."); Here, sleep() and moveTo() are disguised as normal functions, but are actually part of an advanced cooperative multithreading / fibers system which gives control to the rest of the program while they execute. This system is already being used in OpenMW, and you can also use it to simulate Lua-like coroutines with little effort. OpenMW download link: http://openmw.sourceforge.net/jaws/index.php/page/download.html OpenMW home page: http://openmw.sourceforge.net/ GUI video: http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18 Older vids: http://www.youtube.com/user/nkorslund Nico
Mar 07 2009
Nicolay Korslund wrote:Those following the progress of D in game development might be interested to know that OpenMW 0.6 is out. OpenMW is an complete reimplementation of the game Morrowind, written from scratch in D (with some C++ glue for the libraries.) Since it's just an engine implementation though you still need the original game (data files) to run the game. OpenMW is still at an early stage, but new in this release is a new GUI based on MyGUI, a powerful, OGRE-based GUI system made for games. You can see the result here: http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18 It also includes my very own scripting engine, Monster, which was specially designed for this purpose originally but is now an independent engine. Monster just reached its alpha stage (v0.11), and now has full inheritance/polymorphism, a D-like module system and lots of other new features. It's especially designed for quasi-concurrent situations like you often see in gaming, such as this: say("Follow me!"); sleep(3); moveTo(targetPoint); say("We're here."); Here, sleep() and moveTo() are disguised as normal functions, but are actually part of an advanced cooperative multithreading / fibers system which gives control to the rest of the program while they execute. This system is already being used in OpenMW, and you can also use it to simulate Lua-like coroutines with little effort. OpenMW download link: http://openmw.sourceforge.net/jaws/index.php/page/download.html OpenMW home page: http://openmw.sourceforge.net/ GUI video: http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18 Older vids: http://www.youtube.com/user/nkorslund NicoWell, I'm surprised that no one has responded to this yet... this is a very interesting/big pass for D :) So far, I haven't quite got it working yet on linux, but it appears to me to be very very cool... good work man
Mar 08 2009
Kenny B Wrote:Well, I'm surprised that no one has responded to this yet... this is a very interesting/big pass for D :) So far, I haven't quite got it working yet on linux, but it appears to me to be very very cool... good work manMany thanks. I've posted about it a few times already, so I guess those who are most interested have already jumped over our mailing list (link: http://groups.google.com/group/openmw ) If you want any help getting it working, just let me know. Nico
Mar 09 2009
On Sat, Mar 7, 2009 at 10:43 AM, Nicolay Korslund <korslund gmail.com> wrote:Those following the progress of D in game development might be interested to know that OpenMW 0.6 is out..... I just checked it out, and while it took a little while to get everything built, the result was really really cool :D Definitely gonna play a bit with this tonight :) Just for information, building on Arch Linux is fairly easy. All the packages are in AUR except openmw itself. In case someone else want to try, just get: 1) ogre mygui-svn bullet-2.74 openal ffmpeg ois dmd libphobos dsss 2) then checkout openmw. a few things aren't set up right, so edit the Makefile and add: -I/usr/include/libavcodec -I/usr/include/libavformat to the ffmpeg section. Edit dsss.conf as well replacing the bullet libraries with: -llBulletDynamics -llBulletCollision -llLinearMath in both places. 3) symlink data files into 'openmw/data', execute, enjoy ! I'm not sure this is a good place to post this, but here it is! -Tomas
Mar 10 2009
Tomas Lindquist Olsen Wrote:Just for information, building on Arch Linux is fairly easy. All the packages are in AUR except openmw itself. In case someone else want to try, just get: 1) ogre mygui-svn bullet-2.74 openal ffmpeg ois dmd libphobos dsssThanks. I've added some specific Arch instructions to the readme based on this. BTW, is it difficult to get new packages into AUR? I assume that with automatic dependency tracking we could install all of the above automatically if we had an openmw package. Nico
Mar 11 2009
Fantastic! Nicolay Korslund Wrote:Those following the progress of D in game development might be interested to know that OpenMW 0.6 is out. OpenMW is an complete reimplementation of the game Morrowind, written from scratch in D (with some C++ glue for the libraries.) Since it's just an engine implementation though you still need the original game (data files) to run the game. OpenMW is still at an early stage, but new in this release is a new GUI based on MyGUI, a powerful, OGRE-based GUI system made for games. You can see the result here: http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18 It also includes my very own scripting engine, Monster, which was specially designed for this purpose originally but is now an independent engine. Monster just reached its alpha stage (v0.11), and now has full inheritance/polymorphism, a D-like module system and lots of other new features. It's especially designed for quasi-concurrent situations like you often see in gaming, such as this: say("Follow me!"); sleep(3); moveTo(targetPoint); say("We're here."); Here, sleep() and moveTo() are disguised as normal functions, but are actually part of an advanced cooperative multithreading / fibers system which gives control to the rest of the program while they execute. This system is already being used in OpenMW, and you can also use it to simulate Lua-like coroutines with little effort. OpenMW download link: http://openmw.sourceforge.net/jaws/index.php/page/download.html OpenMW home page: http://openmw.sourceforge.net/ GUI video: http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18 Older vids: http://www.youtube.com/user/nkorslund Nico
Mar 11 2009