mg_mahyar
چهارشنبه 25 فروردین 1389, 01:35 صبح
سلام
یه سوال مشورتی دارم.
برای یک بازی مثل همسایه مزاحم ( استراتژیک فانتزی )یا خروس دیوانه(به لحاظ کیفیت خروجی) و کلا با اون سبک ها چه موتوری پیشنهاد میکنید؟ چرا؟
http://www.neighbours-from-hell.com
http://www.focusmm.co.uk/shop/files/product_media/fcc014d_big.jpg
منظورم کیفیتشونه از نظر خروجی نهایی
mg_mahyar
چهارشنبه 25 فروردین 1389, 01:37 صبح
http://www.radonlabs.de/gamesmoorhuhn.html
nebula device 3 این موتور اصلی خروس دیوانه هست. ولی در مورد همسایه مزاحم چیزی یافت نکردم.
ضمنا اگر موتور اپن سورس باشه بهتره.
mg_mahyar
چهارشنبه 25 فروردین 1389, 11:00 صبح
کسی لینک دانلود nebula device 3 رو داره؟ اپن سورس هست نوشته ولی لینک دالنلود گیر نمیاد
http://en.wikipedia.org/wiki/Nebula_Device
ظاهرا توی گوگل کد هست و چند تا سایت دیگه که هیچ کدوم به ایرانی جماعت چیزی نمیدن
REZAsys
چهارشنبه 25 فروردین 1389, 14:04 عصر
سلام
یه سوال مشورتی دارم.
برای یک بازی مثل همسایه مزاحم ( استراتژیک فانتزی )یا خروس دیوانه(به لحاظ کیفیت خروجی) و کلا با اون سبک ها چه موتوری پیشنهاد میکنید؟ چرا؟
http://www.neighbours-from-hell.com
http://www.focusmm.co.uk/shop/files/product_media/fcc014d_big.jpg
منظورم کیفیتشونه از نظر خروجی نهایی
فکر میکنم برای سبک همسایه جهنمی همون گیم میکر خوب باشه.
mg_mahyar
چهارشنبه 25 فروردین 1389, 19:15 عصر
همه جا نوشتن nebula device 3
و اینک
http://213.191.63.156/n3_sdks/N3SDK_Nov2009.exe
دانلود کنید برنامه ای اپن سورس و نایاب البته واسه ایرانی ها.:چشمک:
مرتضی پیروزی
چهارشنبه 25 فروردین 1389, 19:49 عصر
سلام دوستان
این سایت خودش:
http://www.nebuladevice.org/
-----
همیشه سعی کنید اپن سورس ها رو اول یک نگاهی به source forge بندازید.
اینم لینک دانلود توی سورس فورج:
http://sourceforge.net/projects/nebuladevice/
موفق باشید
mg_mahyar
چهارشنبه 25 فروردین 1389, 20:06 عصر
سلام دوستان
این سایت خودش:
http://www.nebuladevice.org/
-----
همیشه سعی کنید اپن سورس ها رو اول یک نگاهی به sourcr forge بندازید.
اینم لینک دانلود توی سورس فورج:
http://sourceforge.net/projects/nebuladevice/
موفق باشید
فعلا که دانلود کردم. اما اونجا به من گفت ایپی شما رو قبول نمیکنیم. گوگل کد هم همینو گفت. وگرنه اولین نتایج جستجو توی صفحه اول گوگل همون سایت بود
مرتضی پیروزی
چهارشنبه 25 فروردین 1389, 20:14 عصر
آره خوب بیشتر وقتا اینو میگن! ولی وقتی نیاز باشه میشه راحت دور زدشون.
mg_mahyar
چهارشنبه 25 فروردین 1389, 22:33 عصر
اونی که ددانلود کردم فقط داکیومنت بود.
اصل فایل اجرایی نبود.
اصلش کجاست پس:گریه:
mg_mahyar
چهارشنبه 25 فروردین 1389, 22:54 عصر
ظاهرا باید کدش رو خودم با ویژوال استودیو 2005 کامپایل کنم. ولی کدشو ندارم که باید احتمالا از گوگل کد بگیرم. اگر کسی میتونه کدشو اینجا بزاره ما کامپایل کنیم
The Nebula Device 3: The Nebula Device 3 The Nebula Device 3
3.0
Nebula3 is the next version of The Nebula Device Open Source game engine. Nebula3 is a clean rewrite and represents the essence of 12 years of professional game development experience at Radon Labs. Content
Foreword (http://www.barnamenevis.org/forum/index.html#Nebula3Foreword)
3rd Party Lib and Licensing Information (http://www.barnamenevis.org/forum/index.html#Nebula3ExtLibs)
How To Compile (http://www.barnamenevis.org/forum/index.html#Nebula3Compiling)
Motivation (http://www.barnamenevis.org/forum/index.html#Nebula3Motivation)
Architecture Overview (http://www.barnamenevis.org/forum/index.html#Nebula3Architecture)
Foundation Layer Subsystems (http://www.barnamenevis.org/forum/index.html#FoundationLayer)
Render Layer Subsystems (http://www.barnamenevis.org/forum/index.html#RenderLayer)
Application Layer Subsystems (http://www.barnamenevis.org/forum/index.html#ApplicationLayer)
How To Compile (http://www.barnamenevis.org/forum/index.html#Nebula3Compiling)
Foreword
Please note that this is (until further notice) a very early preview of what Nebula3 will be. Everything in this SDK is work in progress, and there's not much to play around with yet. Compatibility is not gracefully handled yet. You will get assertions or even crashes (well, hopefully not crashes...), if your hardware doesn't meet the requirements (most notably if your graphics cards isn't shader model 3.0).
I try to update my blog regularly with news about the Nebula3 progress, code examples and design decisions. Check here: http://flohofwoe.blogspot.com (http://flohofwoe.blogspot.com/)
Enjoy! -Floh.
3rd Party Lib and Licensing Information
Nebula3 depends on the following excellent 3rd Party Open Source libraries:
LUA (http://www.lua.org, (http://www.lua.org,/) license: http://www.lua.org/license.html)
SQLite (http://www.sqlite.org, (http://www.sqlite.org,/) license: http://www.sqlite.org/copyright.html)
TinyXML (http://www.grinninglizard.com/tinyxml, license: http://www.grinninglizard.com/tinyxmldocs/index.html)
ZLib (http://www.zlib.net, (http://www.zlib.net,/) license: http://www.zlib.net/zlib_license.html)
ODE / OPCODE / GIMPACT (http://www.ode.org, (http://www.ode.org,/) http://www.ode.org/ode-license.html)
SQLite (http://www.sqlite.org/, license http://www.sqlite.org/copyright.html)
RakNet (http://www.jenkinssoftware.com/, non-commercial license: http://creativecommons.org/licenses/by-nc/3.0/)
Kudos to them.
The source code to those packages has been included with the Nebula3 SDK under INSTALLDIR/code/extlibs. This was done for better integration with the Nebula3 build process and to prevent any version incompatibilities.
As far as I'm aware, the licenses of those projects are all compatible with the Nebula3 license (except RakNet, see below!), so there shouldn't arise any problems for projects using Nebula3.
*** RAKNET SPECIAL CASE NOTICE ***
Please be aware that RakNet has both a non-commercial and commercial license, basically, if you want to use RakNet for a commercial project, you need to obtain a license from the RakNet creator. License fees are very reasonable though :)
To get a clean RakNet-less application, do not use the network add-on (code/addons/network, namespaces are InternalMultiplayer, Multiplayer and Multiplayerfeature), and don't link against RakNetLibStatic.lib.
*** RAKNET SPECIAL CASE NOTICE ***
*** FMOD SPECIAL CASE NOTICE ***
Please be also aware, that FMod has both a non-commercial and commercial licence, basically, if you want to use FMod for a commercial project, you need to obtain a licence from the Firelight Technologies Pty, Ltd. (http://fmod.org (http://fmod.org/))
*** FMOD SPECIAL CASE NOTICE ***
TinyXML modification: There is also a small change to TinyXML's IO (http://www.barnamenevis.org/forum/namespace_i_o.html) code so that it works directly with Nebula3 streams. The affected methods are TiXmlDocument::LoadStream() and TiXmlDocument::SaveStream().
Test sounds are taken from here: http://www.pacdv.com/sounds/index.html
Motivation
Here's why Nebula3 is needed:
Nebula2 was mainly a rewrite of Nebula's higher level area. The kernel and low level code was largely unchanged from Nebula1, so some of the low-level code in Nebula1 is nearly 8 years old, and it shows.
Some Nebula2 features which were "cool" in its days have become irrelevant (at least for Radon Labs). For instance being able to switch between OpenGL and D3D rendering at runtime, the fine-grained scripting support, etc...
More real-world experience shows how to better arrange certain subsystems, moving them up or down in the Nebula layer model.
Nebula is hard to grasp for beginners, partly caused by its somewhat esoteric object model and other design decisions. Also, experience shows that application programmers work with the high level game framework interfaces (Mangalore), and hardly work with Nebula directly. Thus, Nebula becomes more of a platform abstraction layer for the high level game framework code. Nebula3 will respect this paradigm shift.
Nebula2 is hard to scale upwards and downwards (modern multi-core hardware and DirectX10 on the upper end, Nintendo DS on the lower end). Now, its probably not a good idea trying to write an engine that scales unchanged from a next-gen console down to a Nintendo DS, but it should be possible to at least use a common engine core, which is slim enough for handhelds, while still being a good foundation for a next-gen engine (a small memory footprint and good performance doesn't hurt on bigger hardware either).
Better multithreading infrastructure. Nebula3 is designed with multi-core hardware in mind, and provides a programming model where the programmer doesn't have to care too much about running in a multithreaded environment.
Better networking infrastructure. Networking was bolted into Nebula2 as an afterthought. Nebula3 will offer networking support from the ground up (from direct TCP/UDP communication and direct support for HTTP and FTP on the low-end to session management and builtin multiplayer support for Nebula applications on the high end).
Nebula2 doesn't provide a proper high-level game framework, that's why we wrote Mangalore. This split approach caused much confusion, Nebula3 will be designed into 3 layers, where the highest layer provides a complete application framework, thus integrating Mangalore back into Nebula.
Architecture Overview
Nebula3 will be divided into 3 layers, where each layer builds on top of each other:
Foundation Layer: the lowest level layer, this provides a basic platform abstraction layer below rendering and audio. The Foundation Layer can be used as a platform abstraction for any type of application, not just real-time 3d apps.
Render Layer: this is the medium layer, which adds more meat to the Foundation Layer, like 3d rendering, audio, physics, and scene management.
Application (http://www.barnamenevis.org/forum/namespace_application.html) Layer: this is the highest layer and provides a complete game framework which lets the programmer concentrate on the game logic instead of caring about all the little details necessary for being a well-mannered game application.
Nebula3 will integrate Mangalore completely, the subsystems from Mangalore will be integrated into different Nebula3 layers where they fit best.
Nebula3 will be more "C++-ish" then Nebula2, and doesn't try so much using C++ for stuff it wasn't intended for.
Nebula3 implements object lifetime management through refcounting and smart pointers
Nebula3's new object model uses a base class with 4 byte instance data instead of the 70+ bytes in Nebula2.
RTTI is higher performance and easier to use
Nebula3 still doesn't use C++ excecptions, C++ RTTI and the STL (all of these either degrade performance and/or reduce portability).
creating objects by class name is faster and easier to use
Nebula3 will be largely clib clean, no complex clib functions (like file i/o or multithreading) are allowed, removing an additional code layer.
Nebula3 uses LUA as its standard scripting language, instead of TCL (however, it's still possible to add support for other scripting languages)
Getting Started
To get a grasp of basic Nebula3 concepts I recommend working through the following documentation pages:
Core (http://www.barnamenevis.org/forum/namespace_core.html)
Util (http://www.barnamenevis.org/forum/namespace_util.html)
IO (http://www.barnamenevis.org/forum/namespace_i_o.html)
App (http://www.barnamenevis.org/forum/namespace_app.html)
Graphics (http://www.barnamenevis.org/forum/namespace_graphics.html)
Audio (http://www.barnamenevis.org/forum/namespace_audio.html)
Foundation Layer Subsystems
App (http://www.barnamenevis.org/forum/namespace_app.html)
Attr (http://www.barnamenevis.org/forum/namespace_attr.html)
Core (http://www.barnamenevis.org/forum/namespace_core.html)
Debug (http://www.barnamenevis.org/forum/namespace_debug.html)
Http (http://www.barnamenevis.org/forum/namespace_http.html)
IO (http://www.barnamenevis.org/forum/namespace_i_o.html)
Math (http://www.barnamenevis.org/forum/namespace_math.html)
Memory (http://www.barnamenevis.org/forum/namespace_memory.html)
Messaging (http://www.barnamenevis.org/forum/namespace_messaging.html)
Net (http://www.barnamenevis.org/forum/namespace_net.html)
Remote
Scripting
System (http://www.barnamenevis.org/forum/namespace_system.html)
Threading (http://www.barnamenevis.org/forum/namespace_threading.html)
Timing (http://www.barnamenevis.org/forum/namespace_timing.html)
Util (http://www.barnamenevis.org/forum/namespace_util.html)
Render Layer Subsystems
Graphics (http://www.barnamenevis.org/forum/namespace_graphics.html)
Audio (http://www.barnamenevis.org/forum/namespace_audio.html)
CoreGraphics (http://www.barnamenevis.org/forum/namespace_core_graphics.html)
CoreAudio (http://www.barnamenevis.org/forum/namespace_core_audio.html)
Frame (http://www.barnamenevis.org/forum/namespace_frame.html)
Input (http://www.barnamenevis.org/forum/namespace_input.html)
Lighting (http://www.barnamenevis.org/forum/namespace_lighting.html)
Models (http://www.barnamenevis.org/forum/namespace_models.html)
RenderUtil (http://www.barnamenevis.org/forum/namespace_render_util.html)
Resources (http://www.barnamenevis.org/forum/namespace_resources.html)
Application Layer Subsystems
Nothing to see here at the moment. How To Compile
To compile the Nebula3 SDK source code you need at least the following:
Visual Studio 2005 with Service Pack 1 (http://msdn.microsoft.com/vs)
A recent DirectX SDK (http://msdn.microsoft.com/directx)
To make full use of the SDK the following tools should also be present:
TCL (http://www.tcl.tk/)
MSBuild, not sure where I got that from, it's probably part of the .NET framework
Doxygen (http://www.doxygen.org (http://www.doxygen.org/))
NSIS (http://nsis.sourceforge.net (http://nsis.sourceforge.net/))
Microsoft HTML Help 1.4 SDK (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/htmlhelp/html/hworiHTMLHelpStartPage.asp)
UnxUtils for zip.exe (http://unxutils.sourceforge.net/)
Make sure the following executables are in the path:
tclsh
msbuild
doxygen
makensis
hhc
I recommend using the "Visual Studio Command Prompt" (in the Visual Studio start menu), since this already has all the environment variables set to use Visual Studio from the command line.
Pre-generated VisualStudio solutions can be found in INSTALLDIR/code/vs8.0. Those should work out of the box.
To compile everything from the command line, go to the SDK root directory and execute:
msbuild compile.msbuild
This will do a normal Debug (http://www.barnamenevis.org/forum/namespace_debug.html) build.
Check the msbuild script for additional options. For instance to do a Release build:
msbuild compile.msbuild /p:Config=Release
To just build the API documentation, do a
msbuild makedocs.msbuild
You can also re-build the complete SDK installer:
msbuild makesdk.msbuild
To build assets (this currently only works with the N2 Toolkit For Maya):
msbuild buildassets_win32.msbuild
When adding or removing source files, go to INSTALLDIR/code and do a tclsh update.tcl. This will rebuild the Visual Studio solution files under INSTALLDIR/code/vs8.0. When adding new source code directories you need to add the directory to one of the epk files under INSTALLDIR/code accordingly.
The Nebula Device 3 documentation generated
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