Difference between revisions of "Summer of Code/GSoC2023"
(Page WIP, 3/5 students) |
(No difference)
|
Revision as of 09:01, 8 June 2023
This page lists students and projects for the Summer of Code 2023. See also Google's ScummVM organization info page.
Macromedia Director
- Student:
- Harishankar Kumar, blog: HSK
- Mentors:
- sev
- Code:
- Work in Progress
- Outcome:: In Progress
- Technical contacts:
- sev
- Size:
- Large
- Original task description:
Many 90s-era adventure games were developed using the Macromedia (now Adobe) Director tool. We added so far support for Director 3 and Director 4, but there is much more work related to the specific Xtras, increasing compatibility and working on Director 5 support.
These days, due to the relatively high compatibility our approach is taking an interesting Director title, trying to play it and fix any issues along the way, thus making the process pretty fun. During playback, we often compare the titles and behaviours with the original.
For this year, it would be great to have Total Distortion fully working and Meet MediaBand. The latter will require working with QuickTime playback code.
Often we implement stubs for XObjects which are extensions for Director functionality.
CRAB engine
- Student:
- Kartik Agarwala, blog: Kartik
- Mentors:
- sev, Strangerke
- Code:
- Work in Progress
- Outcome:: In Progress
- Technical contacts:
- Size:
- Large
- Original task description:
Bring your own Adventure or RPG Reimplementation (only existing games).
The original engine repository Wikipedia page of the game Unrest
Optimize blending code for AGS
- Student:
- Wyatt Radkiewicz, blog: eklipsed
- Code:
- Work in Progress
- Outcome:: In Progress
- Technical contacts:
- Criezy
- Size:
- Medium
- Original task description:
One of the main bottleneck in term of performances for AGS games in ScummVM lies in the way sprites are blended together. The AGS engine has 10 different blending modes, and they are currently implemented in a generic way with the colors for both sources being decomposed into their RGBA components before being blended, and then the resulting color being composed back. Those generic decompositions and composition operations are slow and in many cases could be eliminated when implementing specialised versions of the blending functions for a specific pixel format. The task will consist in first changing the blending code so that it can benefit from specialised implementations (for example use template functions or a function pointer). Then specialized optimized implementations of the blending functions can be added for the most commonly used input and output pixel formats combinations.