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Xgame - An X11 game programming library
Project started: Spring 1995
Latest stable version: 1.0 (28 may 1999)
Last page update: 27 jun 2000
I've found that X is quite able to display graphics fluidly, and is, in fact,
well-suited as a gaming platform for classical games. I have written a small
(but growing) widget which is able to create windows, read the keymap, display
transparent sprites, do buffering, etc. using simple calls. It relies on Xlib
and Xpm only, and has been successfully tested on several different X servers
on SunOS, FreeBSD, NetBSD and Linux. It's meant to work on as many X servers as
possible; for example, it works on a Hercules mono card and yields high frame
rates on remote X servers. It may be useful for anyone who likes to experiment
with X without having to rely on bloated, buggy or commercial widgets, or
having to plod through the official seven-volume guide first. I still plan to
include a section on some of the principles of Xlib functionality on this page.
Features
For an explanation of Xgame, you can read the
Xgame readme file
The text also includes version update history.
Here are some screengrabs of the games and demos featured in Xgame:
- Coming soon!
Xbitstorm (rough prototype), an X11 version of
bitstorm.
- ifs demo:
Animated IFS fractal.
- cubes demo:
Animated cubes, can be rotated using f,g,h,j,k,l keys
- scroll demo:
Demonstration of tile-map scrolling.
- wormdemo:
3D moving worm.
- bounce demo:
Bouncing balls demo, illustrating xgamet.
- X-plode grab 1
grab 2:
Blow op everything on screen, preferably by creating chain reactions.
- Zooi, a Zoop clone for X
- Ureum
grab 1
grab 2:
Keep the massive onslaught of kamikaze troops under control using your
super-rapid-fire gun (70 bullets per second!).
- Dodgem:
an attempt at re-engineering the original
(see also my game design page)
- Xcircuits:
A Zenji clone (largely unfinished).
A couple of things you might find useful but I forgot to mention in the
documentation: Press 'q' to quit most programs. If you think they run too
slow, try decreasing the screen depth (contrary to popular belief, this does
make a lot of difference!).
... but where's the sound??
No, there's no sound in Xgame yet... It seems best to me to use the Network
Audio Server as a basis, but I still have to install it first (I'll have to
ask the sysop). Anyway, I was planning to have sound as a fully separate
module (perhaps even use an already existing one?) The minimal functionality
I'd like to see is:
- Play a sample (with optional loop) with configurable frequency and volume.
- Change a sample's frequency and volume while it is playing (to be really
useful, this operation would have to be timed precisely, with less than
1/50th of a second delay variation.
- Play music (MOD files would be cool!)
If you have additions to this list, or ideas about what existing sound
software to use, don't hesitate to mail me.
The software
Get the newest (unstable) version at SourceForge
XGame version 1.0 (28 may 99)
(newest release)
HP-UX port of Xgame 1.0
Changes: added game logic toolkit, added man pages, 3 new example games, 1 new
demo.
Older releases
XGame version 0.95 (30 oct 98)
Unified diff file to patch mouse
position bug. The bug causes the mouse position to have the wrong offset
in full-screen and root-window modes. (5 nov 1998)
NEW unified diff file to add new function
XgameDrawSpriteArea (by popular demand) There was a bug in 17 november's
patch 2: the srcx and srcy weren't scaled properly. Thanks to Dante Lorenso for
finding that one! The new function allows drawing only a part of a sprite
pixmap, for example enabling you to put in multiple animation frames in a
single XPM file. The patch has to be patched on top of patch 1. (18 nov 1998).
XGame version 0.9 (22 mar 98)
HP-UX port of Xgame 0.9
XGame version 0.8 (9 mar 98)
XGame version 0.7 (22 feb 98)
Coming Soon
I am checking out some sound+music libraries:
mikmod
Links
Game development pages:
More gaming links: