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Zen Engine 0.2.0 Status PDF Print E-mail
Written by Tony Richards   
Monday, 13 October 2008 00:00

This last month was been fantastic! Every single objective was achieved, plus some...

Here's what we've finished this month.

Framework:
The Database framework got a whole lot of work completed at the beginning of the month.
The Scripting framework got a complete facelift, with hatboyZero adding managed pointers and SgtFlame adding support for functors, booleans, strings and all of the Math classes.
The Console framework was completed and the new console plugins are now finished. This provides for interactive logging and command-line utilities for both client and server games.
The Utility framework was added and the new environment classes provide support for accessing environment variables and command-line parameters.

Plugins
ZMySQL plugin was completed to allow for SQL queries, inserts and updates.
ZTerrain plugin first iteration is complete and includes the integration of physics plus rendering for terrains
ZNewton plugin was enhanced to include more physics types, plus terrain integration.
ZOgre plugin was enhanced to include terrain integration plus additional features for cameras and animations.
ZLua plugin was enhanced to accommodate all of the new script types (ZPython is lagging a little with these new features, but should be brought up to date in the next few days).
ZInput was enhanced to supported mouse input.

Example Games:

taBBall example game:
Most hacks were removed from the 0.1.0 release
90% of the functionality has been moved to scripts (Lua integration is fantastic, Python needs some help in the ZPython plugin, but that is soon to come.)

KoZ example game:
Knights of Zen is the MMORPG example game based primarily on Ogre + Python + MySQL. Thanks to NickyB and Mikey, this game is coming along grandly.

Documentation:
More documentation has been updated in the wiki... more to come as we stabilize things.

Several core Zen Engine programmers are now contributing to Zen Engine while also working on their own games... this is exactly what I have in mind for the Indie 2.0 Revolution.

Together as Indies we have our own in-house technology group, creating the tools and engines we need while we create the next generation of innovative games.

Game projects using Zen Engine:
Planetary Wars project was recently added and it's looking fantastic already.
Meteor of Life: Exodus, still in early design stages, but I'm sure this project will begin shaping up quickly.

Arcanoria project has made a significant amount of progress over the past month. I have to thank this team for loaning us Arcanor, because his fantastic C++ abilities has contributed an incredible amount of code to the core Zen Engine. The screenshot below shows off some of the recent progress with Zen Engine and the Arcanoria Game client.

Arcanoria Screenshot

 

The AIR project was also added this month, and with the awesome GPU cloud rendering and the steam punk background, this game is definitely one I can't wait to play. With one of the core Zen Engine programmers spearheading this project, our own impressive HatboyZero, I have to say that I'm proud that the Indie 2.0 movement is finally proving to be worth its weight in gold.

AIR Logo

 

We're already knee deep into our next sprint, hoping to have version 0.3.0 done by November 17th.

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Last Updated ( Thursday, 13 November 2008 03:07 )
 
Version 0.1.0 Base Starter Kit PDF Print E-mail
Written by Tony Richards   
Saturday, 06 September 2008 14:25

This past week we had an internal release of the Zen Engine Base Starter Kit (all contributors received full source code) and it's really starting to shape up.

I made a short little demo game (taBBall) with it, which was sort of single player Pong(tm)* game... it wasn't perfect, but it's definitely getting there.  For taBBall I used the ZOgre, ZPython and ZNewton plugins.  Even though it would've been more efficient to fake the physics, I figured using the ZNewton plugin for it would be a better demonstration.

I'm in the process of refactoring the Base Starter Kit to fix a few hacks.  The hacks were put in place because we were running out of time for version 0.1.0 that was released this past week.... now that we're going forward with 0.2.0 it's time to add even more stuff... GUI and Sound elements and remove the hacks and add in Physics Behaviors!

If you're interested in following our progress and possibly chipping in to help, sign up on the forums, send me (Tony Richards) a PM, or dive into our IRC Server (irc.indiezen.org ports 6667 or 16667 channel #indiezen) and chat with the operators.

Click here to comment on this article.

 

*Pong is a registered  trademark of Atari Interactive.  taBBall is not meant to be a copy of Pong and is only intended to demonstrate how to create a game using Zen Engine.

 
Zen Engine 0.1.0 Complete! PDF Print E-mail
Written by Tony Richards   
Wednesday, 06 August 2008 16:41

Release 0.1.0 Goals

The primary goal of 0.1.0 is to mark the end of the beginning.

The riskiest set of problems have been solved to our satisfaction and all of the large design tasks are complete. We have settled on a set of core design patterns and implementation patterns that are extremely easy to follow and that will help keep the software entropy extremely low.

As expected from any 0.1.0 release, only an small subset of features have been completed, but the features that are complete have been pushed all the way through to visibility. The result is a tightly focused end-to-end solution without any missing components. With this release you should be able to take the Zen Engine 0.1.0 release and build a game, albeit probably only a very simple game.

Another major goal of the 0.1.0 release is to allow us to move smoothly into a more agile development process. After this release you can expect a new release with additional features and more functionality nearly every month.

Code Reorganization

Before our first release, it was important that we don't go through any major code reorganization, but we have been in dire need of it for a few months now.

We recently changed and renamed our top level projects:

  • Zen Core - Core framework
  • Zen Engine - Game Engine Framework
  • Zen Enterprise - Networking, Database and eventually Distributed Services for SOA
  • Zen Studio - Integrated Development Environment Core and Framework
  • Zen Spaces - Compute Cluster and Data Grid used to expand on Zen Enterprise
  • Zen Worlds - MMO and Virtual Worlds middleware
  • Zen Starter Kits - Zen Engine Starter Kits used to help game developers create games of specific genres.
This code reorganization is still under way, but the bulk of it has been completed.

New Subversion Repository

As a result of the code reorganization, we've switched to a new Subversion repository, leaving the other one available for reference but read-only.

Source Code and Binary Distributions

Contributors received access to the full source code of all Zen Open Source Software (ZOSS). Starting with the next version (0.2.0) we will be distributing binary demo versions to the general public. Our intention is to continue developing everything as open source using the ZLib license except for the Starter Kits and some of the Zen Studio plugins. Some of our contributors would like to have the opportunity to distribute these under commercial licenses but with a pricing scheme that is fantastic for Indie game developers.

Help Wanted

If you would like to help, please sign up on the community forums or visit our IRC server (irc.indiezen.org port 6667 or 16667 channel #indiezen). We need help in all areas, from advanced C++ programmers to beginning coders that are willing to learn (we teach and mentor as part of our free services!).

Even if you're not interested in making games, we have a whole slew of fantastic and interesting projects like Zen Enterprise, Zen Studio and Zen Spaces led by fantastic, talented programmers and software designers that are willing to mentor and teach C++. Corporations welcome!

We also need game designers and developers that are interested in using Zen Engine to write games. The more input we have on the types of features and functions your games need, the better Zen Engine becomes.

Last Updated ( Saturday, 06 September 2008 15:02 )
 
Zen and the Art of Game Design PDF Print E-mail
Written by Matthew Alan Gray   
Friday, 25 July 2008 01:27

What good is a tool if you don't know how to use it?  Simply knowing that a nail-gun can help you build a house faster than you could using a regular hammer doesn't mean you're not going to shoot a nail through your big toe if you're not careful. But if you knew how to handle that tool correctly, you could reap numerous benefits in terms of quality and efficiency.

That being said, I suggest to you to think of the Zen Core Framework as a tool, and a powerful one at that.  It can be used with the Zen Engine plugins to develop a FPS game in Python script, used in conjunction with a custom plugin that enables the visualization of measured phenomena in real-time, and even used to create a server-side application that services a multitude of clients for an MMORPG.  In short, the Zen Core Framework can be an extremely versatile tool in our "Programmer's Toolbox."

 But the question still remains, "How do we use it?"

 Over the next few months, we will be posting some articles dedicated to this topic ranging from how use the Zen Core Framework and Zen Engine to script a simple application to developing a custom plugin that can be dynamically loaded by the Zen Framework.  These articles will not only provide correct examples of how to use the framework, but also the reasoning behind them.

It is our hope that these articles, and the growing community here at IndieZen, will help ease the adoption of the Zen Core Framework and other Zen components by novice and experienced developers alike.

Last Updated ( Friday, 01 August 2008 01:59 )
 
Why IndieZen.org? PDF Print E-mail
Written by Tony Richards   
Thursday, 26 June 2008 10:18

Quite a few people have asked me this question recently, so I decided I should make a blog entry related to the question.

Why would you want to use IndieZen.org software instead of other game engines? First, lets discuss in detail what IndieZen.org is creating.

Zen Framework is an application framework tailored for creating games and game development tools. It has an incredible plugin system tailored after OSGi. For those that don't know, OSGi is one of the bleeding edge technologies being used to create the next generation application servers... eventually I even plan on taking it this far and making an application server out of it since MMO and other online games need a great application server for a variety of reasons.

Zen Engine is a very flexible game engine that uses Zen Framework as a base. All of the components are plugins, so you don't have to worry about the fact that I might want to use FMOD and you need something like OpenAL.... even the rendering engine is a plugin.

Zen Studio is a game development IDE and includes plugins for 3d modeling, source code editing, world editing, etc. Zen Studio is as flexible as Zen Engine. It starts with Zen Framework, but it also has its own framework tailored for the IDE.

All of these projects are written in C++ using my hard core development methodologies and extremely high standards. If you take a look at it, quite likely you will agree that it is the best implementation and design of a C++ project you have ever seen.... sure, that sounds arrogant, but take a look at it. If you're not satisfied, tell me and I will take whatever suggestions anyone has in order to improve it.

All of these projects are free and open source using an unrestrictive license!

We are using the ZLib license, which allows commercial use without forcing you to release your source code. You don't even have to give IndieZen, LLC or any of the other contributors credit for the code as long as you follow the licensing terms.

The reason you should contribute to IndieZen.org software is exactly the same reason everyone else is.

Making a game engine or even making a game is tough. There is a lot of hard core coding involved, and most people don't have enough time and/or aren't up to the challenge. When banding together to create a game engine, hardly anyone could agree on what components to use.... one person may want to use FMOD for sound while another person wanted to use OpenAL. Many people wanted physics but there are so many physics engines to choose from, and for some games you might even want to create your own physics engine.

To solve this problem, I created the IndieZen.org. It doesn't matter if you want to write your own components or if you want to pick and choose from the multitude of off-the-shelf software. From Audio libraries to databases, the framework allows you to choose.

We've already coded a myriad of plugins for use in the framework. As a convention, the open source plugins start with "Z", so we've created ZPython, ZOgre, ZPostgres, ZRakNet, ZOpenAL, ZPhysX and a few other plugins. Some of these plugins aren't finished, but hopefully within the next few months they will be completed and we will have some sample games.

You have a few choices... continue messing around with other game engines, and if you don't tear your hair out first, maybe you can make some games that are limited to the restrictions the currently available game engines have.

Another choice is to wait until the Zen software is finished or you can go ahead and start writing your own.

The best option is contribute to the Zen software. If you're not a C++ programmer, don't worry... I have started a Software Development Apprentice Program and I can teach you what you need to know. If you are a C++ programmer then welcome aboard... where's your keyboard? :P

Think about it... right now there are 5 contributors and we've already made a huge dent in what needs to be done. If you contribute, you only have to write about 10% of the code... if 10 more people join up, you're only stuck with 5% of the code. That's a whole lot better than having to write it all yourself.... and when we're done, we all get the source code and we're free to do whatever we want with it. You are even free to make your own plugins to keep for yourself, sell them commercially or do whatever you want with them.

It's your code and it's truly free. Save your time, money and hair... come join us and help us to make Zen Engine the best game engine in the world.

Click here to comment on this post.

Last Updated ( Thursday, 26 June 2008 12:31 )
 
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