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Difference between revisions of "GSoC Ideas"

92 bytes removed ,  10:17, 26 February 2012
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During the first semester of 2011, a WME developer, Mnemonic, created WME Lite in a move to make WME more portable. WME Lite runs "only" WME 2D and 1st person games, supports only a subset of available features, and runs on Windows, iOS and MacOS. After some discussion with Mnemonic, it appears that the engine should be backward compatible, and that development since the last version (v1.9.1, on 1/1/2010) has been slow, so it's a good time to work on the integration of the Wintermute Engine into ScummVM, based on the WME Lite sources, available on [http://code.google.com/p/wmelite Google Code].
During the first semester of 2011, a WME developer, Mnemonic, created WME Lite in a move to make WME more portable. WME Lite runs "only" WME 2D and 1st person games, supports only a subset of available features, and runs on Windows, iOS and MacOS. After some discussion with Mnemonic, it appears that the engine should be backward compatible, and that development since the last version (v1.9.1, on 1/1/2010) has been slow, so it's a good time to work on the integration of the Wintermute Engine into ScummVM, based on the WME Lite sources, available on [http://code.google.com/p/wmelite Google Code].


The Wintermute Engine has a free SDK, so this would allow people to directly develop 2D games that would run in ScummVM, which is a regular request from ScummVM users. Compared to the current WME Lite engine, a version integrated into ScummVM would ideally provide:
The Wintermute Engine has a free SDK, so this would allow people to directly develop 2D games that would run in ScummVM, which is a regular request from ScummVM users.
* Free Software sound support
* enhanced portability (it currently only runs on iOS, OS X and Windows)
* video support and sprite manipulations


The important part of the task would be:
The important part of the task would be to ''integrate the WME Lite sources into ScummVM'', making use of ScummVM subsystems for graphics, audio, input, etc, and reworking the code to follow our portability/style guidelines. This would provide enhanced portability of the engine, and add Free sound support.


* Integrate the WME Lite sources into ScummVM
After that, the target would be to add and test support for a number of WME 2D and 1st Person games, taking into account the limitations of WME Lite (see list [http://res.dead-code.org/doku.php/wmelite:start#unsupported_and_changed_features here]).
* Make use of ScummVM subsystems for graphics, audio, input, ...
* Rework code to follow our portability guidelines
* Add and test support for a number of WME 2D and 1st Person games, taking into account WME Lite limitations (see list [http://res.dead-code.org/doku.php/wmelite:start#unsupported_and_changed_features here]).


If there's enough time, the following tasks are also a possibility:
If there's enough time, it would also be possible to add some missing WME Lite features: for example, video support (which is probably most important) and sprite frame mirroring, rotations and blending modes.
 
* Add video support (which is probably most important)
* Add sprite frame mirroring
* Add sprite rotations
* Add sprite blending modes


== Audio/MIDI Device Configuration ==
== Audio/MIDI Device Configuration ==
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edits