Hi everyone,
This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSD http://pisa.ucsd.edu/cse125/ (a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS.
The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada http://www.collada.org/ format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do:
http://www.youtube.com/watch?v=jz1OFjVLvcc
The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer.
For more information, source code, and binaries (for Windows), see the project page:
http://code.google.com/p/blackthorn-engine-3d/
Excellent! That looks pretty cool! Alas, I can't really help out, I know next to nothing about 3D, but I send you my encouragement! I'll be watching your project, I hope it goes well. Once you get all the game-specific stuff out of it, make another announcement, I'd be interested in using it :)
Tyler
On Sun, Jun 19, 2011 at 10:25 AM, Elliott Slaughter elliottslaughter@gmail.com wrote:
Hi everyone, This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSD (a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS. The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do:
http://www.youtube.com/watch?v=jz1OFjVLvcc The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer. For more information, source code, and binaries (for Windows), see the project page: http://code.google.com/p/blackthorn-engine-3d/ -- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
Elliott, I'd be interested in helping out. I've watch all of your YouTube videos. And, I had been considering doing my own stuff from scratch, but I'm excited about Blackthorn 3D.
-- Patrick pat@nklein.com
On Jun 19, 2011, at 12:25 PM, Elliott Slaughter elliottslaughter@gmail.com wrote:
Hi everyone,
This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSD (a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS.
The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do:
http://www.youtube.com/watch?v=jz1OFjVLvcc
The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer.
For more information, source code, and binaries (for Windows), see the project page:
http://code.google.com/p/blackthorn-engine-3d/
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay _______________________________________________ lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein pat@nklein.com wrote:
Elliott, I'd be interested in helping out. I've watch all of your YouTube videos. And, I had been considering doing my own stuff from scratch, but I'm excited about Blackthorn 3D.
I don't know how much headway you've made on unet, but it might be useful to extract parts of the network layer to form the basis of such a library. I thinking most of the stuff in
http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d...
and
http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d...
Also, (and this is for Tyler as well), while I will certainly post occasional updates to this list, more frequent updates will be posted on blackthorn's own mailing list:
http://groups.google.com/group/blackthorn-engine-3d-discuss
-- Patrick pat@nklein.com
On Jun 19, 2011, at 12:25 PM, Elliott Slaughter < elliottslaughter@gmail.com> wrote:
Hi everyone,
This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSDhttp://pisa.ucsd.edu/cse125/(a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS.
The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada http://www.collada.org/ format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do:
http://www.youtube.com/watch?v=jz1OFjVLvcc http://www.youtube.com/watch?v=jz1OFjVLvcc
The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer.
For more information, source code, and binaries (for Windows), see the project page:
http://code.google.com/p/blackthorn-engine-3d/ http://code.google.com/p/blackthorn-engine-3d/
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
Hi there,
Just thought I should throw my 2p in. I haven't done the general introduction of myself on this list here when it was more fashionable a few months ago, but I have been working on a networking library (Zoetrope) for lag compensation the last 6 months when I've had time. It's in a mostly workable state now.
Here's a video (my first ever screencast, when I get round to making another, I'm sure it will be better) http://www.youtube.com/watch?v=Yyph7SN71qs
The demo app there was written with gl-glfw-* but it's independent of it. Zoetrope dependencies are just ironclad and CFFI.
I have a publicly accessible repository at http://git.wvr.me.uk/?p=zoetrope.git
Liking the look of blackthorn. :)
Ciao -bill http://wvr.me.uk
On 21 June 2011 04:50, Elliott Slaughter elliottslaughter@gmail.com wrote:
On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein pat@nklein.com wrote:
Elliott, I'd be interested in helping out. I've watch all of your YouTube videos. And, I had been considering doing my own stuff from scratch, but I'm excited about Blackthorn 3D.
I don't know how much headway you've made on unet, but it might be useful to extract parts of the network layer to form the basis of such a library. I thinking most of the stuff in
http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d...
and
http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d...
Also, (and this is for Tyler as well), while I will certainly post occasional updates to this list, more frequent updates will be posted on blackthorn's own mailing list:
http://groups.google.com/group/blackthorn-engine-3d-discuss
-- Patrick pat@nklein.com
On Jun 19, 2011, at 12:25 PM, Elliott Slaughter < elliottslaughter@gmail.com> wrote:
Hi everyone,
This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSDhttp://pisa.ucsd.edu/cse125/(a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS.
The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada http://www.collada.org/ format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do:
http://www.youtube.com/watch?v=jz1OFjVLvcc http://www.youtube.com/watch?v=jz1OFjVLvcc
The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer.
For more information, source code, and binaries (for Windows), see the project page:
http://code.google.com/p/blackthorn-engine-3d/ http://code.google.com/p/blackthorn-engine-3d/
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
On Mon, Jun 20, 2011 at 10:50 PM, Bill Robinson airbaggins@gmail.comwrote:
Hi there,
Just thought I should throw my 2p in. I haven't done the general introduction of myself on this list here when it was more fashionable a few months ago, but I have been working on a networking library (Zoetrope) for lag compensation the last 6 months when I've had time. It's in a mostly workable state now.
Can you give us an idea (or point me to a README or something) of what features it has specifically?
Here's a video (my first ever screencast, when I get round to making
another, I'm sure it will be better) http://www.youtube.com/watch?v=Yyph7SN71qs
The demo app there was written with gl-glfw-* but it's independent of it. Zoetrope dependencies are just ironclad and CFFI.
Is it independent of something like usocket? I'm just wondering what impact this has on portability. Usocket as it is has enough trouble with portability; I've had plenty of trouble making everything work as intended on all OS/compiler combinations. I can see the advantage of going for CFFI and doing the bindings yourself, but the cost is more testing required to verify that everything works.
I have a publicly accessible repository at
Thanks for sharing. Not sure if I'll use it, but I'll definitely keep an eye out. :-)
Liking the look of blackthorn. :)
Ciao -bill http://wvr.me.uk
On 21 June 2011 04:50, Elliott Slaughter elliottslaughter@gmail.comwrote:
On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein pat@nklein.com wrote:
Elliott, I'd be interested in helping out. I've watch all of your YouTube videos. And, I had been considering doing my own stuff from scratch, but I'm excited about Blackthorn 3D.
I don't know how much headway you've made on unet, but it might be useful to extract parts of the network layer to form the basis of such a library. I thinking most of the stuff in
http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d...
and
http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d...
Also, (and this is for Tyler as well), while I will certainly post occasional updates to this list, more frequent updates will be posted on blackthorn's own mailing list:
http://groups.google.com/group/blackthorn-engine-3d-discuss
-- Patrick pat@nklein.com
On Jun 19, 2011, at 12:25 PM, Elliott Slaughter < elliottslaughter@gmail.com> wrote:
Hi everyone,
This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSDhttp://pisa.ucsd.edu/cse125/(a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS.
The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada http://www.collada.org/ format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do:
http://www.youtube.com/watch?v=jz1OFjVLvcc http://www.youtube.com/watch?v=jz1OFjVLvcc
The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer.
For more information, source code, and binaries (for Windows), see the project page:
http://code.google.com/p/blackthorn-engine-3d/ http://code.google.com/p/blackthorn-engine-3d/
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev