Open Source Game Development
Boudewijn Rempt writes "Amazon's recommendation system recommended me "Open Source Game
Development: Qt Games for KDE, PDA's and Windows" when I was looking
for an introduction to OpenGL. While it does contain two chapters on
OpenGL, there's much, much more. It's not just an introduction to writing
open source games, it's a complete introduction to participating in
open source projects like KDE." Read the rest of Boudewijn's review.
Open Source Game Development: Qt Games for KDE, PDAs and Windows
author
Martin Heni, Andreas Beckermann
pages
554
publisher
Charles River Media
rating
8
reviewer
Boudewijn Rempt
ISBN
1-58450-406-4
summary
Complete guide on writing small to medium games for Linux, Windows and PDA's using Qt.
As maintainer of Krita, the KOffice paint application, I need to know about graphics. Unfortunately, the four months of retraining from sinologist to Oracle Forms developer that launched me into a life of coding didn't include anything on graphics, and certainly not on OpenGL. Which is very much where Krita 2.0 is going.
So... I was looking for an easy introduction to OpenGL to kind of ease my way into the Red and Orange books. And Amazon's weird recommendations system recommended Open Source Game Development: Qt Games for KDE, PDAs, and Windows by Martin Heni and Andreas Beckermann to me. Intrigued, I ordered the volume forthwith. Turns out that that was a good move: this is an excellent book.
In the first place, the text is very clear and concise, but never dry. Forget about the ho-ho-I'm-funny chatty style that's prevalent in many technical books. This book comes to the point immediately. Then, the information is carefully ordered and the presentation very neat and clear. Those would be good points for any book.
But what makes Open Source Game Development: Qt Games for KDE, PDAs, and Windows even more interesting is that it's much more than its title indicates. It is squarely intended at the hobby coder who wants to work on what the book calls "desktop games" -- not the multi-million dollar multimedia productions that demand a new graphics card every half year, but the games that you play while thinking out a knotty problem or that have some educational value for your kids. The kind of project a single coder, or a small team can complete and maintain while still staying sane. And, of course, that kind of game, defender or zaxxon-type games, maze games or tetris-style games work are perfectly suited for pda's and mobile phones, too,
Actually, this book is the perfect introduction to joining a big Open Source project I've seen. Of course, the focus is on Qt and KDE, which means that if you always had this itch to join KDE development but didn't have the necessary skills, this book will help you get there in a very pleasant way.
One way this is done, is by always first giving a general introduction to a topic, and then more detailed discussion in the next chapter. So, first we've got a very good "Qt Primer", and three chapters "KDE Game Development", "Qt Game Development Using Microsoft Windows" and "Game Development and PDA's". And there's a chapter on "OpenGL" in general, and then a chapter on "OpenGL with Qt".
The first part of the book deals with this type of introductory material. The second part discusses "Artificial Intelligence", "Pathfinding" (this chapter was a revelation to me -- I never understood how that worked. If only I had this information while trying to write games for my ZX Spectrum!), "Particle Effects" and "Math and Physics in Desktop Games". The material in these chapters is foreshadowed by the very first chapter "Introduction to Desktop Gaming", which deals with game balancing, architecture and the ins and outs of developing free software. Armed with these chapters, you can add enough game play to your games to make them satisfying to play.
The next three chapters discussion the Qt network classes and how to use them in your games, the KGame library (free software, of course), that contains a lot of boring groundwork that's the same for most games -- players, input devices, network stuff. For me personally, the "XML" chapter wasn't that useful, but then, I'm a corporate cubby-hole programmer by day, and XML is my bread and butter. It's amazing how many billable hours XML can add to a business application project.
A very important chapter, "Open Source and Intellectual Property Rights" makes it very clear what's allowed and what not. The summary chapter, "A Practical Summary" is a novel idea -- at least, I hadn't come across something like this before -- and it works quite well, tying all strands together. There are plenty of references to earlier chapters, so if works like a kind of hands-on index. Not that the actual index isn't top-notch, too.
I should make clear that this book is not just about coding for KDE. That's what most interesting to me, but if you want to code a game for Windows, for a Qtopia or Qt/Embedded environment, then this is the right book. After all, with the release of Qt4 under GPL for Windows (Qt was already released under GPL for X11 and OS X, as was Qtopia), Qt is a good choice for Windows hobby programmers. You get a high quality toolkit that really helps with the boring ground work, and excellent documentation. Coupled with the clear text in this book, there's nothing to hold you back.
Andreas Beckermann is the author of Boson, an OpenGL real-time strategy game based on Qt and KDE. His experience in working on Boson really is apparent in this book. Martin Heni has written a couple of games that that are in KDE's games pack, and has won a prize for his QTopia game Zauralign.
Oh, and the chapters on OpenGL and OpenGL with Qt were enough to make me understand the OpenGL Krita already has and did prepare me quite adequately for the big Red and Orange books. And I've got the itch to write a little game now..."
You can purchase Open Source Game Development: Qt Games for KDE, PDAs and Windows from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
As maintainer of Krita, the KOffice paint application, I need to know about graphics. Unfortunately, the four months of retraining from sinologist to Oracle Forms developer that launched me into a life of coding didn't include anything on graphics, and certainly not on OpenGL. Which is very much where Krita 2.0 is going.
So... I was looking for an easy introduction to OpenGL to kind of ease my way into the Red and Orange books. And Amazon's weird recommendations system recommended Open Source Game Development: Qt Games for KDE, PDAs, and Windows by Martin Heni and Andreas Beckermann to me. Intrigued, I ordered the volume forthwith. Turns out that that was a good move: this is an excellent book.
In the first place, the text is very clear and concise, but never dry. Forget about the ho-ho-I'm-funny chatty style that's prevalent in many technical books. This book comes to the point immediately. Then, the information is carefully ordered and the presentation very neat and clear. Those would be good points for any book.
But what makes Open Source Game Development: Qt Games for KDE, PDAs, and Windows even more interesting is that it's much more than its title indicates. It is squarely intended at the hobby coder who wants to work on what the book calls "desktop games" -- not the multi-million dollar multimedia productions that demand a new graphics card every half year, but the games that you play while thinking out a knotty problem or that have some educational value for your kids. The kind of project a single coder, or a small team can complete and maintain while still staying sane. And, of course, that kind of game, defender or zaxxon-type games, maze games or tetris-style games work are perfectly suited for pda's and mobile phones, too,
Actually, this book is the perfect introduction to joining a big Open Source project I've seen. Of course, the focus is on Qt and KDE, which means that if you always had this itch to join KDE development but didn't have the necessary skills, this book will help you get there in a very pleasant way.
One way this is done, is by always first giving a general introduction to a topic, and then more detailed discussion in the next chapter. So, first we've got a very good "Qt Primer", and three chapters "KDE Game Development", "Qt Game Development Using Microsoft Windows" and "Game Development and PDA's". And there's a chapter on "OpenGL" in general, and then a chapter on "OpenGL with Qt".
The first part of the book deals with this type of introductory material. The second part discusses "Artificial Intelligence", "Pathfinding" (this chapter was a revelation to me -- I never understood how that worked. If only I had this information while trying to write games for my ZX Spectrum!), "Particle Effects" and "Math and Physics in Desktop Games". The material in these chapters is foreshadowed by the very first chapter "Introduction to Desktop Gaming", which deals with game balancing, architecture and the ins and outs of developing free software. Armed with these chapters, you can add enough game play to your games to make them satisfying to play.
The next three chapters discussion the Qt network classes and how to use them in your games, the KGame library (free software, of course), that contains a lot of boring groundwork that's the same for most games -- players, input devices, network stuff. For me personally, the "XML" chapter wasn't that useful, but then, I'm a corporate cubby-hole programmer by day, and XML is my bread and butter. It's amazing how many billable hours XML can add to a business application project.
A very important chapter, "Open Source and Intellectual Property Rights" makes it very clear what's allowed and what not. The summary chapter, "A Practical Summary" is a novel idea -- at least, I hadn't come across something like this before -- and it works quite well, tying all strands together. There are plenty of references to earlier chapters, so if works like a kind of hands-on index. Not that the actual index isn't top-notch, too.
I should make clear that this book is not just about coding for KDE. That's what most interesting to me, but if you want to code a game for Windows, for a Qtopia or Qt/Embedded environment, then this is the right book. After all, with the release of Qt4 under GPL for Windows (Qt was already released under GPL for X11 and OS X, as was Qtopia), Qt is a good choice for Windows hobby programmers. You get a high quality toolkit that really helps with the boring ground work, and excellent documentation. Coupled with the clear text in this book, there's nothing to hold you back.
Andreas Beckermann is the author of Boson, an OpenGL real-time strategy game based on Qt and KDE. His experience in working on Boson really is apparent in this book. Martin Heni has written a couple of games that that are in KDE's games pack, and has won a prize for his QTopia game Zauralign.
Oh, and the chapters on OpenGL and OpenGL with Qt were enough to make me understand the OpenGL Krita already has and did prepare me quite adequately for the big Red and Orange books. And I've got the itch to write a little game now..."
You can purchase Open Source Game Development: Qt Games for KDE, PDAs and Windows from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
How exactly do you make money on open source games? They are a different beast entirely from regular apps. If someone is paying for support for a game, then there's something very wrong going on. I mean, I'm all for open source software, but I've never been able to figure out how to code them, and still put food on the table. As a result, most of my games have been proprietary.
CrystalSpace requires good C++ and 3d skills, but its a very nice open source 3d coding system.
God spoke to me.
Well, I understand this book must be an "introduction" but, I am sure there are several better books on OpenGL, personally I have read the "Beggining OpenGL game programming [Premmier Press]" which I think is quite a nice book if you are new to OpenGL.
I mean, besides of the OpenGL-QT bindings you will have to do (mostly just to create a GL window to render if it is similar to SDL) there is nothing magical in the GL-QT combination. I would recommend to get a nice KDE book AND a nice OpenGL book also, as the author said, besides the blue and red books (which I personally use just for reference . Another great book for OpenGl is the OpenGL Super Bible [Sams], and you can find a bunch of KDE books including the KDE Bible.
Of course if you want to go the "student" way, there is, as I have found, PLENTY of information on all of these topics. Just get into Gamedev.net, the Nehes tutorials are one of the best in my opinion.
Now, if looking for game development I would personally incline to SDL, which will provide you with almost everything you need like input support (joystick, mouse, etc), audio and also OpenGL.
As a last comment, could I ask the SlashDot editors do to their job and check (at least) the book reviews grammar/spelling. My native tongue is not English but it kind of hurted my eyes to read the review (which was quite nice anyway).
Ubuntu is an African word meaning 'I can't configure Debian'
That seems like pretty sensible advice - the phrase "game development" immediately brings to mind the big successful commercial games, but that's not the area in which open source seems capable of competing, and it is much more productive to realise that simple games can be more worthwhile to make.
As for why open source game development has problems when trying to emulate commercial game development, there was some discussion a while back; shamelessly reposting my comment from there:
I will tell you the main problem in a word: CONTENT.
For some strange reason, software developers enjoy giving away their work/time without expect anything in return, but please tell any decent designer, sound fx creator or graphics drawer to give away their time just "for fun" and you wont get really a lot.
In that way, open source will NEVER compete against the big studios. The only "hope" is to make people look at less "graphic intensive" but more "fun" and innovative games. With a bit of luck, Nintendo will aim that way, but I do not have much hope
Ubuntu is an African word meaning 'I can't configure Debian'
...then please please PLEASE first take a look at the hundreds of other OSS games out there and consider building on (read: contributing to) one of those.
It's sad looking at the large number of games that have shown promise but for one reason or another have been abandoned or development has slowed or forked. We really don't need another nethack clone, MMORPG or 3D engine. We have all of those in abundance. What we need now is to build on these, both with shader code and good content. It's often easy to tell the OSS games from the commercial ones from a single screenshot because the commercial studios have good artists and the OSS devs don't (I am being overly broad here and there are exceptions such as Frozen Bubble, but these are rare).
One not-quite example: I am a fan of the excellent OSS flight simulator FlightGear. The latest version 0.9.10 has some nice ground textures and real-world data that makes for a truly beautiful view when flying at 30,000 feet. But the planes themselves look like crap. The model detail and decals are average but what really lets it down is the way the plane interacts with light. The engine is badly need of work to take advantage of OpenGL shaders. And the sky looks completely wrong. As you ascend beyond 50,000 feet you should see the sky darken to a very deep blue with some stars becoming visible but the engine doesn't allow for this (you're basically inside a big solid-blue sphere). Not vital properties for learning to fly a 747 I know, but still important polish for a realistic flying experience.
If you have a truly original idea then by all means start from scratch if nothing existing fits the bill, but don't just fire up a text editor and start another MMORPG from scratch. The OSS gaming community don't need it.
"Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
I think it has some to do with the subjectivity in the artists side. Or at least that's how it seems to me (3D animator with basically no coding skills other than the ocassional script in maya).
Coding is a very creative process, however, most of the times the results can be masured objectively. If you're making a 3D engine, you can measure how many polygons per second it moves. If someone makes a change, you can measure if it's faster and/or slower, and exactly by how much.
The same doesn't happen that often in the art side. Let's just say I create the animation of a character swinging a sword. Then someone else comes and changes the animation and makes it completely different. Suposedly both are within the parameters of the game (how long it is, the starting and ending poses), how do you define which is better?. Maybe for the other guy his animation is a lot better than mine, but for me maybe mine was better and his hurts my work (to put it in a way). Most of the times there's just not a real measurement of quality when it comes to the art side.
This is one reason (IMHO) that the artists tend to be less of a group workers than coders. Usually in 3D animated series and movies, for example, you can have hundreds of animators working at the same time, but in most of the cases each scene is animated by a single animator, and if there are several, they don't overlap (one animator does one single character on the scene, or in the case where two animators work on the same character one will do the main animation and the other the secondary movement).
In the coding side it just seems to be "ok, here's what I did, let's fix it, or try to fix it"... in the art side it seems to be more of a "ok, here's what I did, tell me what's wrong but DON'T fix it, I'll fix it myself".
Or at least that's how it look from this side of the monitor.
I have done both programming and 3D modeling/animation professionally. I still do 3D work and graphics design on the side, as well as contributing code to F/OSS applications. While I'm a decent programmer, I don't really have experience writing 3D engines or related code that would be useful to many open source games. Many times, if I come across a game that seems interesting and I would like to contribute, I offer to contribute artwork.
What I have found, and it is really a strange thing to me, but many projects simply do not want to accept contributions from artists. There have been a few projects that I've stepped into the mailing lists or IRC channels for and asked "hey, great game. I'm interested in contributing some artwork to the game, anyone have any ideas of things that might be particularly useful?" or simply looked at what was needed and gotten back "we don't need any more artwork/artists". A lot of times the art in these games is either bad, or a mixed bag of decent stuff and terrible stuff (not that no open source games have good artwork, but more that if a game has enough good artwork then I'm more inclined to offer to contribute to a project that seems like they could really use the contributions).
Another thing I've noticed is that one of the big goals of a lot of open source games is to be able to run on older hardware. This isn't necessarily a bad thing, but it does mean that it limits the quality of the artwork. Many commercial games are released when even a top-of-the-line gaming rig can barely get top performance, while many open source games tend to be written to run on any machine built in the last 5 or 6 years. I'm sure part of this is that not ever open source developer can afford a top of the line machine with two bleeding edge video cards (because buying one video card every 6 months for $500 wasn't draing PC gamers wallets enough apparently, they had to invent SLI) and a couple of gigs of ram.
What would be nice is some sort of site like sourceforge but for creative commons licensed artwork that open source games could make use of.
Famous Last Words: "hmm...wikipedia says it's edible"