Showing posts with label nebula. Show all posts
Showing posts with label nebula. Show all posts

Wednesday, June 4, 2008

Difference of Entity System between Nebula and Zombie Engine

The primary difference between them is the way plugging behaviors of a entity. Nebula, actually it is Managlore though, provides a mechanism which can dynamically compose behaviors of an entity at a beginning of an application. Not likely that, a programmer should statically declare entity's behaviors in a source code in Zombie.

There is another difference in communication between classes. Mangalore provides the message system which is used for communication between each of properties. It helps decoupling of properties so it makes the system to be flexible and reusable. But Zombie directly calls functions of other component inside of a component.

@terminology
In Magalore, behavior of an entity is called for 'Property' though it is 'GamePlay Component' in Zombie.

Thursday, May 22, 2008

GUI Framework for Tool Chain of Nebula3

I concentrated to make the asset tool called 'nmaxtoolbox' during age of Nebula2. I know there might be still lost of things to improve(Please, be patient ;-) The next step from me on Nebula3 also might be about tool like the previous time. For that, the first thing what I research in my spare time is things about designing level editor-you might want to call it as scene designer or whatever-especially with wxWidget.

Even though making a level editor such as contents authoring tool is looked like being on the opposite site to the Nebula philosophy - Make it simple as it possible as it can be and using any existing things not reinventing a wheel - but I feel it is right way for a large scale size of project such as MMORPG. (I have lots of things to say about that issue so I probably post those things in near future)

Thus again, like the some age of N2, I'm planning to write stub code to integrate wxWidget into Nebula3. We, the community already have some simple yet powerful Apps written with wxPython and know how to tweak wxWidget to integrate into Nebula. So I guess there might be no difficult things which need hard research.

Saying more exactly, what I'm considering is using wxLua not C++ library of wxWidget due to Nebula3 changed its primary script language to Lua from Tcl.

Wednesday, April 9, 2008

Nebula recent news

Nebula3 in Progress Status of the communtiy:
  • Currently Bruce M. have set up N3 related pages for blogging, version control with Mercurial on his new machine to prepare N3 community.


Personal Nebula related issues and interesting:
  • A 12 hours course for Nebula2 game engine is scheduled on June at GAME ACADEMY institute in Seoul, Korea.(yes, I'm the instructor =)
  • So, I'm heavily writing doc for the course on my spare time at these days.
  • Some part of the doc may be released to public but it it written by Korean.
  • I have a plan to do some experiments on art pipeline with a few artists who I know for Nebula2.(Not sure it might be shared or not at the moment)
  • Considering to adopt other physics engine not ODE but Ageia PhysX or Havok both are freely can be available now.(But Havok is exactly not free for a commercial project though)
  • There's lack of supporting on the tool-chain for a physics part of Mangalore game framework. Recently Scythe, a modeling tool for physics engine turned its license policy and now it is open source project. I hope to review and know how it is well fit with Nebula.
  • Improving on Nebula 3DS Max Toolkit. (already have some ideas, I'll post later on that)
  • One who I know has suggested to make a flexible level editor for Nebula. There is a good model for this - visit the site. I already dropped the email and discussed on their customized editor with the leader programmer.(Though not for Nebula but our internal project) Even not only their product seems to be good but also they have a good business model. And I have another thought for their Grome Editor - they already supports Torque so why not for Nebula? =)