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iceclient:introduction [2015/06/20 17:18]
emerald
iceclient:introduction [2016/07/01 20:37] (current)
emerald
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   * JMonkeyEngine is [[http://​en.wikipedia.org/​wiki/​Shader|"​Shader Based"​]]. This effectively means MOST of the hard rendering work is done by the GPU, same as any other modern engine in any other language.   * JMonkeyEngine is [[http://​en.wikipedia.org/​wiki/​Shader|"​Shader Based"​]]. This effectively means MOST of the hard rendering work is done by the GPU, same as any other modern engine in any other language.
   * Much of Earth Eternal is interpreted anyway, i.e. written in a scripting language (Squirrel to be precise). So if all the currently scripted bits were rewritten in Java, really this would be no different to the current game. Add to that Java has a good [[http://​en.wikipedia.org/​wiki/​Just-in-time|JIT]] compiler, and in the end the performance of this part of the game would likely be better.   * Much of Earth Eternal is interpreted anyway, i.e. written in a scripting language (Squirrel to be precise). So if all the currently scripted bits were rewritten in Java, really this would be no different to the current game. Add to that Java has a good [[http://​en.wikipedia.org/​wiki/​Just-in-time|JIT]] compiler, and in the end the performance of this part of the game would likely be better.
-  * Earth Eternal is an old game now, based on year old tecnology for the most part. Newer cards have features that help boost performance.+  * Earth Eternal is an old game now, based on year old tecnology for the most part. Newer cards have features that help boost performance.
   * Computers now have more cores. Wherever possible my client will take advantage of this. For example, JMonkeyEngine supports multithreaded physics, and many other background tasks can be moved off onto different cores improving performance of the actual game.   * Computers now have more cores. Wherever possible my client will take advantage of this. For example, JMonkeyEngine supports multithreaded physics, and many other background tasks can be moved off onto different cores improving performance of the actual game.
  
-===== Master Plan ===== 
- 
-So how far am I going to take this. Well, all of the way, hopefully :) As you can imagine though, this is no small task. So, to break it up a little, here is how I see this going :- 
- 
-==== Alpha0 - The Acorn ==== 
- 
-**ETA: May 1st 2015** 
- 
-This is the very first stage. Upon completion, you will be able to .. 
-  * Login to a PF server 
-  * Create, Select or Delete your character (default clothing only, Hart race only) 
-  * Be placed into your grove ("​Blend"​ groves only with NO props) 
-  * Chat with your friends 
-  * Add friends to your friends list or ignore those you don't want to listen to 
-  * Equip or de-equip your default armour 
- 
-That's it. So basically at this stage it will be a glorified chat room. I am actually close to completion this stage, it could be ready in a month or two. 
- 
-==== Alpha1 - The Seedling ==== 
- 
-**ETA: June 1st 2015** 
- 
-The primary focus for this stage will be grove editing. 
- 
-  * All current editing features will be replicated. 
-  * An improved build-mode will be available with a greater focus on user-friendliness. For example, all grove tools will have icons that may be place in toolbars for easy access. 
-  * A selection of (not all) props and spawns will be available. 
-  * A user oriented environment editor will be available. Create you own skies! //See note below//. 
-  * A user oriented terrain editor will be available. Create your own terrain! //See note below//. 
-  * Re-implementations of PF specific client mods for grove editing (prop generator etc) 
- 
-//Some features will require additional server support if they are to be shared to other players. Until (if ever) this happens, custom terrain and environments would be local only.// 
- 
-==== Alpha2 - The Sapling ==== 
- 
-**ETA: August 1st 2015** 
- 
-Here I intend to focus on interaction. This will include :- 
- 
-  * Vendors. Sell/buy stuff (from test vendors in grove) 
-  * Vault. Move stuff to/from vault (again from grove) 
-  * Test Quest Givers (yes, again in grove) 
-  * Test Loot (blah blah) 
-  * Selecting NPCs or other players (with all interactions except combat) 
- 
-Further editing features will be added here too :- 
- 
-  * Creature Tweak 
-  * Item Preview 
-  * IGF (time allowing) 
- 
-==== Alpha3 - The Yearling ==== 
- 
-**ETA: December 1st 2015** 
- 
-Firstly, escape the confines of the grove into the real world :- 
- 
-  * Complete and efficient terrain, clutter, scenery and spawn loading systems. 
-  * Loading, caching and decryption of assets from the PF HTTP server. 
-  * Obfuscation of Java bytecode and/or native compilation. The only real viable native compilation option is [[http://​www.excelsiorjet.com/​]]. The only valid reason for doing this to protect any encryption keys (and even that as we know is not foolproof!). It also gives slight startup time advantages although the JIT compiler negates any performance increases once loaded. ​ 
- 
-And start fleshing out the actual gameplay. 
- 
-  * Improved particle system. I am waiting on the improved JMonkeyEngine particle system for this. The current one is pretty basic. To reproduce EE combat effects this will be needed. 
-  * Intial abilities and combat system (including UI) 
-  * Combat animations and sound effects. 
- 
-//Note, this stage will depend on a lot of good will from Greth. I do NOT currently have any encryption keys, nor every asset used in game. To be able to load any assets from the server I will need information on the encryption formats as well as the private key or passwords used to encrypt.// 
- 
-==== Beta1 - Young Bark ==== 
- 
-**ETA: February 1st 2016** 
- 
-First playable version 
- 
-   * Complete abilities and combat system 
-   * Crafting and other speciality systems (refashion etc) 
-   * Re-implement remaining Planet Forever client mods (scaled dungeons etc) 
-   * Anything else I've forgotten 
- 
-At this stage there should be a millions bugs :) so .. 
- 
-   * Public bug tracker goes live 
-   * /bug in game bug reporter 
-   * Start working on hardware specific bugs (they WILL exist) 
- 
-==== Beta2 - Strong Trunk ==== 
- 
-**ETA: April 1st 2016** 
- 
-Nearly there .. 
- 
-   * Fixed all collected Beta1 bugs. 
-   * Implement Android specific user interface. 
-   * Final user interface review. All existing PF client functions should be as good as or preferably better! 
-   * Final gameplayer review. All gameplay actions should be possible 
-   * Final performance review. Establish base hardware requirements,​ reduce where needed/​possible 
- 
-==== Release1 - Baring Fruit ==== 
- 
-**ETA: August 1st 2016** 
- 
-We made it! Planet Forever is now 2/3rds original :) 
- 
-   * Swish and professional installers for all platforms 
-   * Webstart client (launch from web page) 
-   * Applet client (run IN browser) 
-   * A good platform to really start making some improvments :) 
  
 ===== More Information ===== ===== More Information =====
iceclient/introduction.txt ยท Last modified: 2016/07/01 20:37 by emerald