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Team name: FIFE developing team. Project name: FIFE - Flexible Isometric Fallout(-like) Engine. Brief description: Just like the name of our project suggests we work on a new open source engine for isometric RPGs. The engine started as a Fallout-only project but we recognized very fast that it offers the potential to be used as a general 2d ISO engine for the development of cross platform RPGs. The engine supports the assets of the original Fallout games but it is also suitable for creating even totally new 2D RPGs. We are focusing on the creation of an engine itself but will bundle it with an example mod; so modders have a starting point to create their own games based on our engine. Since we do not focus on the creation of a complete game we will be working on comfortable and easy-to-use editing tools. Engine and editor are planned to run on all flavours of Linux, Win32 and MacOSX. The FIFE project is about 7 months in development now and we have released two public pre-alpha versions of the engine on sourceforge / freshmeat in January 2006. Target aim: Open source GPL v2.0; non-profit Compensation: We are confident that advanced coders will find it quite exciting to work on the creation and the designing of a whole engine with other experienced and passionate open source coders. But as we're a non-profit project the only thing we can provide is a way to express your love for open source software and the satisfying feeling to work on an ambitious project. Technology: Linux, Windows, MacOSX C++, Boost library SDL, OpenGL (optional) Warning: It seems that we should have stated this earlier as a lot of coders seem to be overstrained with our style of coding. That is not meant to sound rude but the creation of a whole engine is a very complicated large-scale project that needs a different working approach compared to smaller projects. As our former lead coder heavily relied on advanced programming techniques we are searching for quite experienced C++ coders that are searching for a challenging project to work on. If you're not familiar with programming design patterns like the GoF singleton or the factory: this project is not for you. The best way to find out if you want to take the challenge, is to have a look at our current code base. You can either get the most recent code from our Subversion repository or download a fresh engine snapshot from our homepage (if you're not familiar with SVN yet or don't have the needed tools installed). SVN sourcecode checkout:
Feedback: Feel free to add whatever feedback you like :-) Critics will help us to improve the project. [Edited by - mvBarracuda on May 20, 2006 5:46:04 AM]
Quote:HTTP sourcecode download: FIFE 2006.1 src package Talent needed: Engine core designer & coder - position(s) open Our former lead coder stepped down from his position because he felt burned out and wanted to focus on his real-life activities. After we had realized how problematic it is to heavily rely on a single person when it comes to the engine core design, we decided to search for 2-3 core developers instead of going for a single lead coder. We were able to fill one of the core coder positions with Phoku who does a great job improving the engine. However we don't want to end up with the same problems as before so we're still in the need to find one (or even better: two or more) engine core developer(s) to disburden Phoku and speed up the development. We build on the existing code so it is not comparable to starting a project from scratch. The project organization structure encompasses bi-weekly IRC meetings, a development wiki, a public Subversion sourcecode repository and a quite active mailing list, so we are just lacking developers to use this basis ;-) Advanced C++ skills and engine design knowledge are required for this position as you will need to make design decision about the architecture of the engine. Experience with SDL, OpenGL or QT would be really appreciated but isn't a must. It is far more important that we find someone who can invest a serious amount of time to improve the engine design and give the development a direction. Editor coder - position open We have finally found an experienced developer who works on our editor FIFEdit now and redesigns it. In addition to this editor core coder we have another developer who is working on the editor and helps us to implement the designed features. However we're still searching for an additional editor developer who supports our two other editor coders with the implementation. The goal of the editor is to provide a modding tool that works very close together with the engine itself so we can ensure that there is no unneeded code duplication. We are using the open source cross platform RAD library Qt4.0 for the editor. The new editor core coder works on the basic concepts and also writes the technical design documents for the editor. You won't need to help out in this field by actively contributing to the design documents; however you should be able to understand the basic concepts of engine design. We're searching for experienced C++ developers which want to take the challenge and work in a growing ambitious team. No advanced engine design knowledge needed! You can find a first draft of the editor design document here: http://wiki.fifengine.de/index.php?title=FIFEdit_Design_Document GFX / OpenGL coder - position open We're searching for a gfx expert who can help us optimizing our renderers and works on all parts of gfx coding. As our coders are quite familar with SDL but only have a very basic OpenGL knowledge, your job will be to work on the OpenGL renderer most of the time. We're currently working on a concept for the lighting system of the engine; therefore knowledge in this special area of gfx coding would be highly appreciated. Your task would be to work out a concept for the mapview lighting that works with the SDL and the OpenGL renderbackend; we'll probably use different lighting concepts for each one as OpenGL gives you great possibilities to speed things up. Advanced OpenGL and decent C++ experience needed; no engine design knowledge required! Team structure: Phoku - engine core designer & coder stro - engine core designer & coder ismarc - editor core designer & coder Skybound - XMLmaps & script integration developer - founding member Cheesesucker - editor developer RogerWilco - troubleshooter & sound developer - founding member kefrens - gfx engine developer Arron - win32 developer GIR - script integration developer chewie - mod developer & wiki maintainer - founding member mvBarracuda - project manager - founding member My job as project manager is to keep the team together and to ensure that the communication structure inside the team works so everyone enjoys working on the project. Among other things I'm responsible for the news updates @ FIFEngine.de and I organize our bi-weekly irc meetings. Website: Homepage Development wiki Getting started guide for interested developers Doxygen code documentation Design documents Current release: FIFE 2006.1 pre-alpha Win32 Contacts: IRC channel: irc2.beyondirc.net | port: 6662 | #fife eMail: mvBarracuda@web.de icq: UIN -> 98600423 Important: You can either use our free XMLmaps with the engine or access the original Fallout maps with it. If you want to use the Fallout maps you will need a legit copy of Fallout 1 or 2. The FO 1/2 maps are far more advanced compared to our own XMLmaps; basically we just set some placeholder textures on them to have something that lets you start the engine without having to own Fallout. So if you want to experience the full beauty: give the Fallout maps a go. To give you an impression about the status of the project we took sample screenshots of the current release (using the Fallout maps):
svn co https://svn1.cvsdude.com/fife/engine/trunk/core
Feedback: Feel free to add whatever feedback you like :-) Critics will help us to improve the project. [Edited by - mvBarracuda on May 20, 2006 5:46:04 AM]
