Project PLASMA FPS 2004: Thread 6

Blitz3D Forums/Blitz3D Programming/Project PLASMA FPS 2004: Thread 6

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Alienforce,

The TODO list is not updated. So updating the TODO List is on the TODO List hehe.

Didn't get much input on using FPSNet by Jeremy Alessi. It would take a complete rewrite to make the FPSNet more modular. I'm in favor of BlitzPlay Lite for network support since its easy to use and already has been implemented in to PersistentWorld3D.

I will definately be adding BlitzScript3D to the engine. In fact, I will adding the same GUI, Network, and Scripting Libs to PPF thats being used for PersistentWorld3D. This way I'm killing two Giants with one stone with Sub-Project Development.

Whats needed is a AI Bot System. A Bot System that can handle Finite State Machine Logic, 3D Navigation: Pathfinding & Collision Avoidance over Terrain and inside Interiors, & Model Animation Control. The Bot System should be able to operate independently so that it can be integrated into any other 3D game projects.

B.R.A.I.N.S: Behavioral Rules Artificial Intelligence Node System was the name of the AI system I was working on for PPF2K4 v2. It was going to be a Finite State Machine based AI with 3D A* Pathfinding, Waypoints, and Scriptable Logic.

I had some really good 3D A* PathFinding code. Unfortunately, I ran into a bug that halted development. Perhaps someone could start a AI System Sub-Project called BRAINS.

I'm working diligently on the MAUI GUI System. My goal is develop a suitable GUI System for Games and Applications. The Highlights will be 3D acceleration, Animation, True 3D GUI Scenes, and FREE use.

So my direction and management style for Project PLASMA has changed. Intsead of trying organize one huge project, I've divided into to several smaller indpendent Sub-Projects.