Spring RTS Engine

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Shadow Wolf TJC
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Spring RTS Engine

Post by Shadow Wolf TJC »

I've heard about a number of open-source engines, but the Spring engine caught my eye, as it looked like it was an RTS engine that originally started off as an attempt to bring Total Annihilation into the realm of 3D, but evolved to support a wide variety of features, one of which appears to be full-scale zooming (as seen in Supreme Commander 1 and 2). I've even heard that there's a game that was developed from Spring that's based off of Earth 2150, called Expand & Exterminate, was it? Anyways, here's a video demonstration of some of the things you can do with this engine.
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milo christiansen
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Re: Spring RTS Engine

Post by milo christiansen »

I personaly dislike spring. It feels too "loose" and the mouse wheel is reversed from every other game in existance.
In general, if you see glowing, pulsating things in the game, you should click on them.
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NoQ
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Re: Spring RTS Engine

Post by NoQ »

I never managed to start it on my pc (ATI HD3450, regardless of the OS i tried) :oops:
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Shadow Wolf TJC
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Re: Spring RTS Engine

Post by Shadow Wolf TJC »

Personally, I wonder if it's possible to develop a game that's either a recreation of Warzone 2100, or is at least based off of it, for Spring.
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nolemretaW
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Re: Spring RTS Engine

Post by nolemretaW »

warzone engine's code is outdated, but some features are ahead its time, e.g:Design interface, the commander link feature, auto retreat to repair etc. Probably not all these features are available in Spring engine.
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Ezio
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Re: Spring RTS Engine

Post by Ezio »

nolemretaW wrote:warzone engine's code is outdated, but some features are ahead its time, e.g:Design interface, the commander link feature, auto retreat to repair etc.
but we're already use latest stable engine library in development
Probably not all these features are available in Spring engine.
it's not from engine
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Shadow Wolf TJC
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Re: Spring RTS Engine

Post by Shadow Wolf TJC »

nolemretaW wrote:warzone engine's code is outdated, but some features are ahead its time, e.g:Design interface, the commander link feature, auto retreat to repair etc. Probably not all these features are available in Spring engine.
That is quite possible. I'd imagine that, as middleware, it would only cover some, but not all, of the core stuff that we'd require in a Warzone 2100 remake/(spiritual) sequel. However, what it doesn't cover, we could probably just program it in ourselves. I don't think it'll be all that hard to figure out how to program it in (especially for those familiar with C++), though it may take a while to actually do so. :geek:

Granted, I don't yet know IF we can program in the necessary code, but I can hope. :hmm:
Ezio wrote:but we're already use latest stable engine library in development
Personally, I'm just more interested in developing a sequel to a 10+-year-old game than I am in working on updating or rebalancing said 10+-year-old game. :?
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Re: Spring RTS Engine

Post by zany »

Total Annihilation kicked ass!
Core Contingency was cool as well
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Re: Spring RTS Engine

Post by Jorzi »

I've played a few spring games and its interface customizability and macromanagement capabilities are great. I usually had half the actions per minute as my brother, but we were still pretty equal.
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Shadow Wolf TJC
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Re: Spring RTS Engine

Post by Shadow Wolf TJC »

I decided to bump this because I'm now seriously considering downloading Spring and using it as a programming basis for a Warzone 2100-inspired game. Although I'm currently unfamiliar with it, I could probably figure out how to develop stuff on there just as I did with modding Warzone 2100 while developing my Contingency mod. If and when it comes to it, I'll probably want to see if others would like to pitch in and help out.
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Re: Spring RTS Engine

Post by aubergine »

A lot of the game code can actually be pushed out of the core and in to scripts or mods. So long as enough of an API is provided for scripts to gain control over certain key things it would be feasible.

I'm not sure whether starting WZ again from scratch would be such a good idea.
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Rman Virgil
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Re: Spring RTS Engine

Post by Rman Virgil »

aubergine wrote:A lot of the game code can actually be pushed out of the core and in to scripts or mods. So long as enough of an API is provided for scripts to gain control over certain key things it would be feasible.
Exactly. As Garage Games has demonstrated for over 8 years now with the Torque game engine and Torque Script.

I'm not sure whether starting WZ again from scratch would be such a good idea.
I'm sure it wouldn't. Remember what Pumpkin Nick Cook said - 45 man years to create WZ.

But what Shadow said is not that. It can be quite different depending on his exact meaning.
Shadow wrote:
I decided to bump this because I'm now seriously considering downloading Spring and using it as a programming basis for a Warzone 2100-inspired game
. (My emphasis added).

.
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Re: Spring RTS Engine

Post by Lord Apocalypse »

I don't know if using a game framework would really be any easier to build a new spiritual successor to WZ rather than using an existing graphics engine. Seems customizing said framework to handle WZ data may end up being just as much work as building a new framework off of say Irrlicht or Ogre3d and adding in Bulletphysics etc.