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List: kde-games-devel
Subject: [Kde-games-devel] About me, the GGZ and the rest of the world
From: Josef Spillner <dr_maux () maux ! de>
Date: 2001-05-21 17:59:34
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Hello guys,
I think the current discussion needs some clarification, and some fresh
ideas. That is what this mail is about.
Most people don't know me anyway because although I started with KDE lots of
months ago, I joined the project just some weeks ago, and didn't have much
time yet to do some internal contributions. So please don't feel annoyed by a
bit of history now :-)
When my work on GGZ started, it hasn't come very far - in fact it consisted
of a little chat which could launch exactly two games - TicTacToe and
NetSpaded. Not too impressing, hehe. Everything was written in Gtk+, and in
addition there was a server, plus the two game servers.
But over the time it grew, and although I knew I would spend a _lot_ of time
on such a huge project, I said during one chat meeting (probably being
drunken or very tired): "Hey, let me port this to KDE, completely".
I coded around many weeks, and the cool thing was that some internal
structures changed a lot (e.g. the name of the polling function changed three
times, and with it the data context), so in February this year I had a not
really working KDE client, which could neither launch games nor be used for
chat session longer than around 3000 lines, which made it really slow or even
crashed it.
So in fact the whole GGZ-KDE thing is really new and started in February or
March when I rewrote KGGZ (the central application to chat, launch games and
such) from scratch. In addition, some KDE games were created - the usable one
are now KDots, GGZ-KReversi, KTicTacTux and Krosswater. I even asked
userfriendly.org for permission for their dust puppy image to be used in
games (playing against Konqui...), but unfortunately they didn't allow it :(
("financial interest")
When the first ideas appeared which said something about GGZ compatibility in
KDE games, I had plans to work heavily on libkdegames, but haven't had the
time because I thought it is more useful to create all the necessary
framework first, so game developers can see how all this works together. The
new apps are:
-GGZap: This consists of a KPanel applet and a connection window. It is
intended to be used as a quick launcher. For example, if you click on one of
the games under K/Games/GGZ Gaming Zone/Quick Laucher, it raises a window,
shows the connection progress (connect, authenticate, login, join), and
either launches a game (if a waiting player is found) or waits for one. This
can be minimized, so if someone says "Hey, I want to play Chess online right
now", he fires it up, and it sits in the taskbar until someone joins, then it
pops up and the game is starting. Ideally I thought of something like a radar
which is animated, searching for players - but my artistic skills forced me
to give up on that task ;)
Status: Well, 80%, or: "works theoretically"
-GGZ Module Sniffer: This is used to embed new games. For example, KDE games
usually don't have an entry in the file ggz.modules. However, they may be
compatible to GGZ just inside KDE (please look at KTicTacTux for an example).
So this sniffer can then later add it to the database. This does also apply
to new games which are downloaded from the internet and installed from source
- they get their KDE menu entries right, and their properties (this will
follow in GGZ 0.0.5).
Status: Ready for basic functionality, needs perhaps some tweeking for KDE
games.
- GGZ MetaServ: Just started, so it's far from being usable. It handles all
GGZ game servers and the games on it, with favorites and search functions.
For example: Query new game servers, or Where the Hell did I found that cool
xxx game last week ....
Status: Hmm not more than 20%
The library I originally intended to be used is libZone, consisting of
ZoneGGZModServer and ZoneGGZModUI right now, but much of it can be replaced
by libkdegames, or merged. I intend to make this task the one I'll work on
the next weeks, just need to grab KDE CVS access yet.
Concerning KGGZ: Originally, I planned a rewrite for 0.0.5 (again), but this
time I would have rewritten the structure of the modules rather than the
modules themselves, like implementing dynamic module loading, more
components, and DCOP functionality (so other program can get informed about
specific state). Now if some vanilla KDE app needs one of the components, it
may safely be moved to KDE, as KGGZ depends on it anyway, and won't even
recognize it. This consideration can be turned into practice beginning in
June.
There will be some permanent GGZ Servers available. All developers meet each
Friday night on jzaun.com:5688, which is owned by one of the devs. As we
don't want to be flooded one day, there are some additional ones:
-ggz.morat.net (U.S.), is currently running 0.0.3, will be updated soon
-games.snafu.de (Germany), a.k.a. "GGZ Europe One" - I have contacted the
admin rather late, so it's not up yet, he said "as soon as Linux is
reinstalled", and expected it for these days - so it may even be this week!
This is a professional dedicated game server including firewall and such
stuff, which normally serves as Quake-like backup server.
-141.30.227.122 (Germany), a.k.a. "GGZ Europe Two" - a student server, which
may be regarded as disadvantage, but I have full root access there :)
A domain name shouldn't be the problem, but right now it's only for testing
purposes. I intend this to be the reservation server for GGZap and game
server querying, maybe even on a second port.
-some more which are not permanently available
One thing I'd still like to add is the time frame: KDE games are now months,
if not years, old, so the decision doesn't need to be done within a week or
two now. It's better to play around with sources yet, meet on IRC (erm, GGZ,
preferably), and discuss, discuss, discuss. LinuxTag is in July, and I'll be
there too, so if we can present some KDE game stuff there it's right in time.
I expect to have about 7-8 working KDE games based on GGZ then, plus (maybe)
the first internal KDE games which run on it.
Maybe it's good to go several steps: Adding the --ggz options is easy for KDE
games, for example one could take KTron and port it to GGZ, this wouldn't
have any additional dependencies (look at GGZ-KReversi on how to write a
QSocket-based GGZ game). Whoever plans something in this direction, I'll be
your support hotline :-)
The next step could then be to integrate everything into the framework, but
this will most certainly take longer, especially since many GGZ features are
still to be implemented, or the patches need to be applied (there are some of
them right now).
OK, sorry for writing that amount of text, but I think it's better explaining
things than answering dozens of questions afterwards.
If there are coding tasks, feel free to assign them to me.
I've sent a little GGZ-KDE-Games Howto to Martin for making it accessible
somewhere, more will follow soon.
Josef
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