There is an advantage in developing a GPL project: you can include nearly any other open source project in it. This is of great help, because I could never find the time, the resources and the capabilities to write a speech synthetizer, a full featured physics engine or a scripting language. That wasn’t necessary, because open source libraries performing all those features (and more) already exist.
That’s why you can find in APOCALYX so uncommon functions. When I decided to move from a simple 3D engine to a more complex game engine, a lot of libraries became of some interest even if they are usually ignored in games.
For example, some time ago I had an idea for a game set up in the Mediterranean Sea, based on naval commerces and wars from the ancient Greek-Persian conflict to the more recent Venetian-Turkish naval battles. It was an ambitious project, but as every “too large task for one-man army” it produced some useful spin-off. One obvious: the code for a better ocean than the ten years old one still performed in the engine demos. I also needed a realistic sky, with recognizable stars, because pilots had to choose directions also according to the position of stars (yes, it was a very ambitious project). The natural choice was to include in the engine a simple but accurate planetarium: I found it in Stellarium 0.4, that is open source, based on OpenGL and simpler than recent developments of the same program.
I can’t imagine any other application for those stars and planets, but it’s not bad to know that a realistic sky with accurate motion is there, waiting for the moment that you need to find your route in the world.
That’s why you can find in APOCALYX so uncommon functions. When I decided to move from a simple 3D engine to a more complex game engine, a lot of libraries became of some interest even if they are usually ignored in games.
For example, some time ago I had an idea for a game set up in the Mediterranean Sea, based on naval commerces and wars from the ancient Greek-Persian conflict to the more recent Venetian-Turkish naval battles. It was an ambitious project, but as every “too large task for one-man army” it produced some useful spin-off. One obvious: the code for a better ocean than the ten years old one still performed in the engine demos. I also needed a realistic sky, with recognizable stars, because pilots had to choose directions also according to the position of stars (yes, it was a very ambitious project). The natural choice was to include in the engine a simple but accurate planetarium: I found it in Stellarium 0.4, that is open source, based on OpenGL and simpler than recent developments of the same program.
I can’t imagine any other application for those stars and planets, but it’s not bad to know that a realistic sky with accurate motion is there, waiting for the moment that you need to find your route in the world.
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