Kolf: Call for help

January 9, 2010

The other day, Aaron wrote about the quest of "identifying projects in need". This reminded me that I have one project that it is in need: Kolf 2. About one year ago, I’ve put on myself the burden to rewrite KDE SC’s only sports game. I had big aims, 3D support (besides the classical 2D mode) being the most prominent one.

Over the course of the last year, quite some progress has been made on physics simulation, the implementation of 3D terrain, and a course editor interface. Some nice structures are in place, but big parts are still missing. Also, a weak spot in the design have been identified: It is not possible to allow 2D and 3D views at once. Period. For example, a 2D view does not represent any notion of height, which is important to determine the reachability of certain points of a map.

With real-life workload on one side and Palapeli’s feature request list on the other side, not much time is left for Kolf. This is a call for help: Are you a Qt/KDE developer, and would you like to help Kolf reach the next level of pure awesomeness? The following problems are waiting for fresh minds to be solved:

  • Remove the 3D stuff (this should get you familiar with the codebase), and exchange the 3D physics engine by a 2D one.
  • Finish the terrain drawing tool.
  • Finish the other parts of the course editor (like: adding/removing objects, creating new courses).
  • Write new object types.
  • Find a better solution for the user interface building. (The current Kolf::GameUI has been written at a time when my knowledge of how to properly use the XMLGUI framework was quite limited.)

If you’re interested, find the source code here. My mail address can be found in there, do not hesitate to approach me with any questions you have. I can comment on any design choices and review new designs you might come up with (using my experiences from previous Kolf development).

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2 Responses to “Kolf: Call for help”

  1. Andre Says:

    “For example, a 2D view does not represent any notion of height, which is important to determine the reachability of certain points of a map.”

    I think generations of game programmers would tend to disagree.

    • Stefan Majewsky Says:

      Okay, let me expand then: On a non-rotateable 2D view, it is very difficult to correctly represent any notion of height.

      I have made it clear from the beginning that I want to preserve the traditional top-down 2D view from Kolf 1. Also, you might have noticed that we are short on manpower.


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