CrystalBlend: recruiting for the CrystalBlend team!

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jorrit
Posts: 0
Joined: Thu May 15, 2003 4:01 pm

CrystalBlend: recruiting for the CrystalBlend team!

Post by jorrit »

Hi all,

First an introduction. I'm the project manager of Crystal Space (Open Source 3D Engine), Crystal Entity Layer (game entity layer on top of Crystal Space), and more recently CrystalBlend (game engine port to Crystal Space). Here are a few url's:
At this moment CrystalBlend is a standalone application that reads current Blender files and tries to play them with the current game logic system. This is not complete yet and currently perhaps on 20% of the current Game Engine is implemented. This version of CrystalBlend will still be developed so that it becomes a usable tool to use with current Game Engine logic but it is not the way CrystalBlend will be in the future.

The future CrystalBlend will be integrated with Blender and it will use a totally different (incompatible) logic system. To avoid terminology confusion I will rename the current version of CrystalBlend to CrystalBlend Lite.

I'm currently busy making a design document for the new CrystalBlend. In that document it will be described how the new logic system will work and how the new user interface should look like roughly. Once that document is ready I will post it for further discussion to refine everything. However I would like to start recruiting people for the CrystalBlend team already. I see three main departments in the development of CrystalBlend:
  • * The Blender Department: this department is responsible for making the integration of the CrystalBlend dll/so with Blender itself. i.e. adding the option to Blender to load the Game Engine as a module. This department will also work on the new user interface for the new game logic and will also do all needed modifications to Blender itself. We need at least two people in this department.
    * The Engine Department: this department is responsible for implementing the new game logic on top of Crystal Entity Layer and Crystal Space. This team will also work out how to map the Blender material system to Crystal Space and everything that is related to that. We need at least two or three people in this department (including me).
    * The Art Department: this department will design and create the reference game for CrystalBlend. This game should be a complete and playable game but it should also use as many features of CrystalBlend as possible so that it can be seen as a test case. We need at least three people in this department (3D art, 2D art, sound, ...).
To populate these departments I need the following people:
  • * For Blender Department: this person knows about Blender internals and can manage the forked code base of Blender (and regularly make sure important changes in main branch of Blender are merged with CrystalBlend branch). This person should be familiar with C and perhaps Python too. This person should be comfortable about loading of shared libraries.
    * For Blender Department: this person should know how to make a new user interface in Blender. He/she will be responsible for making the interface for the new game logic.
    * For Engine Department: this person will help me develop the new Game Engine logic on top of Crystal Space and Crystal Entity Layer. This person should know C++ very well. Experience with Crystal Space and Crystal Entity Layer is certainly good to have here. This person will help find out how to match the material system of Blender to Crystal Space.
    * For Engine Department: this person will help match the Blender animation system to Crystal Space. That includes ipo and armatures. Experience with Crystal Space is recommended.
    * For Art Department: we need several people here who can do 3D art, 2D art, sound and so on.
Give me an email if you are interested in joining the team: jorrit.tyberghein@gmail.com

Greetings,

berkozer
Posts: 0
Joined: Sun Oct 23, 2005 5:47 pm

Post by berkozer »

I checked the CrystalBlend web page and the associated
Sourceforge project page. I see no link for downloading
the current source package. Could you please point it out
for me. I need to see how you extract texture coordinates
from the blender files. It's for another open-source project.
Thanks.

Berk

jorrit
Posts: 0
Joined: Thu May 15, 2003 4:01 pm

Post by jorrit »

berkozer wrote:I checked the CrystalBlend web page and the associated
Sourceforge project page. I see no link for downloading
the current source package. Could you please point it out
for me. I need to see how you extract texture coordinates
from the blender files. It's for another open-source project.
Thanks.

Berk
The source code is in CVS. You need to visit http://sf.net/projects/crystalblend and use a CVS client to checkout the latest source there. Instructions can be found on that page.

Greetings,

tv
Posts: 0
Joined: Thu Sep 08, 2005 9:31 pm

Post by tv »

I have well over 10yr experience with sound (next year 20 as a musician).

I was thinking about doing *something* (surely won't go into details here - hint: http://www.soundobject.org/) sound-related, but in an interactive world. I have time to learn: I was thinking of employing opensource tools. If crystal gets integrated with blender, this looks like the way to go (was looking at irrlicht before, but ... I'm not proficient with coding ...).

I was aiming at geting things in a shape of a bootable cdrom (plus a windows-compatible form)

I read on the webpage that crystalpace can be cross-compiled for windows on a linux machine? How about optimizations - it can be stripped, but can it be upx-compressed under linux but in a such way that it can be launched without problems on windows?

I'm running ubuntu, and I have the mingw32 packages ready, also the upx sources.
Now what?
Last edited by tv on Mon Oct 24, 2005 11:46 am, edited 1 time in total.

jorrit
Posts: 0
Joined: Thu May 15, 2003 4:01 pm

Post by jorrit »

tv wrote:I have well over 10yr experience with sound (next year 20 as a musician).

I was thinking about doing *something* (surely won't go into details here - hint: http://www.soundobject.org/) sound-related, but in an interactive world. I have time to learn: I was thinking of employing opensource tools. If crystal gets integrated with blender, this looks like the way to go (was looking at irrlicht before, but ... I'm not proficient with coding ...).

I was aiming at geting things in a shape of a bootable cdrom (plus a windows-compatible form)

I read on the webpage that crystalpace can be cross-compiled for windows on a linux machine? How about optimizations - it can be stripped, but can it be upx-compressed under linux but in a such way that it can be launched without problems on windows?

I'm running ubuntu, and I have the mingw32 packages ready.
Now what?
Hmm... I'm afraid I don't know a lot about cross compiling CS. Perhaps you could get more response on the CS forums or mailing list?

Greetings,

tv
Posts: 0
Joined: Thu Sep 08, 2005 9:31 pm

Post by tv »

http://community.crystalspace3d.org/tik ... ticleId=14

that's what I was looking at in the first place.
I'd like to make things *polished*. Not neccessary in a *commercial* sense, but I do get invitations for certain art festivals and ... hence the need for *polish*.

I already have some material for next year finished, this thing I plan to take a bit longer to evolve ...


hmm ... and: using debian or debian-derivative is an imperative for me.

berkozer
Posts: 0
Joined: Sun Oct 23, 2005 5:47 pm

Post by berkozer »

Thank you. I found the information in readblend/createworld.cpp.
jorrit wrote:
berkozer wrote:I checked the CrystalBlend web page and the associated
Sourceforge project page. I see no link for downloading
the current source package. Could you please point it out
for me. I need to see how you extract texture coordinates
from the blender files. It's for another open-source project.
Thanks.

Berk
The source code is in CVS. You need to visit http://sf.net/projects/crystalblend and use a CVS client to checkout the latest source there. Instructions can be found on that page.

Greetings,

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