Quote: "I'm a bit confused as to what this is, exactly.
What is it? Is it free? Is it available to download?"
The intent of DOSP is to provide a FREE Commercial Grade GUI-Driven 3D Application/Game Development Platform capable of supporting popular game genres out-of-box without the need to program. No matter if its a RPG, FPS, RTS, Fighter, Simulation, or whatever.
A Super 3D Game Platform (S3GP), consisting of a:
1. Server/Client Engine (S3GE) - Powers Editor Suite and Game World.
2. Editor Suite (S3GEd) - Content and Logic Creation for use in Game World.
3. Game World (S3GW) - Real-time Interactive Multi-user Sandbox.
S3GP is designed with emphasis on Scalable Multi-user Content Creation to promote collaborative creativity and rapid production. S3GP provides a Engine and Editor Suite to create unique assets easily, experiment with new game mechanics, and devise multiple profit streams with a built-in programmable Micro-transactions API.
SVN is the best resource in providing a real-time status and update. Unfortunately, I broke many of the previously working systems with the refactoring of all the Engine's Framework to use components. I'm working frivolously to get these systems operational with improved performance. As soon as this is achieved, I'll provide a downloadable application which should at minimum provide a FPS Camera and basic GUI elements.
Quote: "I mean, it's been going for 2 years, is there anything to show for it?"
It has taken time to define and organize S3GP, because, of its grand
uberlicious vision. However, it is indeed alive and has been future-proofed for a longevity. What is available for show is this massive forum thread that has pretty much served as my blog. If you follow it along, you can see the project's transformation take place over the course of two years.
The best times to catch me on Mibbit for real-time discussion is 04:00-12:00 & 21:00-01:00 Greenwich Mean Time. I keep the
#S3GP Channel (IRC Link: irc://irc.mibbit.net/S3GP) open so all parties can post on demand.
The truth of the matter, is a Super 3D Game Platform can not be created auto-magically and not by one person. It takes a massive amount of people power to design and develop one. I was well aware of this from day one of the project which is why I opted for open source and online availablility. Its all about the consolidation and collaboration.
Personally, I'm tired of being behind the Technology. I'm tired of being in last place. I want to prove that a group of Indie Game Devs in a community such as this can work together to create an Advanced State-of-the-art Game Development System for the future.
However, I'm at slight disadvantage. The Commercial Dev Teams have 100+ of the Best-in-the-world actively working on their products, for DOSP you currently have only lil ole me. I'm currently the acting Lead Software Engineer, Lead Web Application Administrator, Lead Technical Document Writer, and Project Coordinator.
My C++ Programming knowledge and skill has evolved significantly in the last two years and I attribute this to DGDK. With this new found knowledge, S3GP has evolved beyond DGDK and no longer incorporates it in the form of C++ Source Code. For the project to survive a decision was made to adopt the
Object Oriented Graphics Rendering Engine (OGRE) and many other C++ Libraries. These libraries are free, multi-platform, open-source, and supported. S3GP retains and implements the principles behind DGDK into its procedural Scripting API.
If someone has OGRE Models, other than the OGRE head, we can load them into S3GE and snap screenshots.
The lack of collaborative support on TGC for a project such as this has motivated me to reached out to other websites such as
GameDev.net to garner support in the development of S3GP. I have never had intention of developing S3GP by my lonesome and as long as I keep working towards self-sustainability, I feel it will eventually get the support it needs.
The Engine is undergoing a massive overhaul to incorporate many software engineering
design patterns employed in professional game engine development. I discovered these design patterns after visiting other C++ Game Development Communities. There is a software design solution for practically every game development problem. Prior knowledge to these would have saved considerable development time. Better late than never I reckon.