Ok it is time to translate:
My artist left the project some months ago and I need a RAD tool for FPS, an all-in-one software to build FPS. This tool has to be simple enough in order to be used by game designers and even developers. It has to be interoperable to become fully integrated in the set of softwares of an artist. However, my software is not only for them as they already have better tools. I decided to export the map in OBJ format and maybe in DAE (Collada) format to allow them to improve the models with their usual modeling softwares like Blender, Maya, Art Of Illusion, 3DSMax, Virtools, Cinema4D, Milkshape, Bryce4D⌠Then, JFPSM is mainly a tool used to make a blueprint of FPS as fast as possible.
It is quite rudimentary now. It is between FPSCreator (without the bugs lol) and Duke Nukem Build (a colleague spoke to me about it). However, JFPSM will be one of the only tool of this kind that works on several families of operating system. It is not only a map editor, it will contain a kind of meta-engine. You will be able to build easily a deployable and executable game. I will suggest 2 installation modes:
- Java Webstart
- IzPack
Applets are not planned for the moment, it might change. Java Webstart is better fitted for small blueprints whereas IzPack is more professional, better for more advanced projects targeting real players. The meta-engine will rely on an existing engine. Currently only Ardor3D is supported but feel free to implement the necessary interfaces for JME 3, Xith3D, 3DzzD if you want.
JFPSM has a tree organization. A project contains a floor set and a tile set. A tile handles a âmotifâ that can be applied on a voxel. Each tile contains textures, coordinates, materials and a color code that is used as an identifier in the 2D view. In this view, a floor has several layers:
- the container map (walls, doors, âŚ)
- a light map
- a content map
- some path maps
In this view, the color codes of the tiles are displayed in the maps above. I plan to implement a 3D view too, I wonder whether I will allow editing in this view, it seems a bit difficult to implement but useful for final users, think about Duke Nukem Build.
The projects JFPSM are zipped. A zipped file contains a file âproject.xmlâ that contains the biggest part of the information and a directory âfloorsetâ with the maps. As I have not finished to implement this software, there are some things to add.
The games will be composed of JARs and a JNLP file (Java Webstart) or an XML file (IzPack).
I started this project 2 weeks ago. It is under GNU GPL. The source code will be put into my SVN repository in a few days with the blueprint that uses Ardor3D in the pre-beta branch. I have to point out something: I spoke a bit about FPSCreator but I think I wonât create its next concurrent. Iâm alone, I do my best. It will be a nice small tool, thatâs all. Some features only require to do some refactoring of the source code of some pre-computation programs used in TUER. I donât use neither Netbeans RCP nor Eclipse RCP because I think it is too much for my objectives. However, if I realize Iâm reinventing some existing features, I will use one of them.
Best regards.