Game and Unit development: Difference between revisions

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*MoveDefs*
*MoveDefs*
**[[Units:MoveTypes]]
**[[Units:MoveTypes]]
*Explosions (.tdf, .lua)*
*Global game variables (modrules.lua)*
**[[CEG]]
*[[Modrules.lua]]
***[[CEG-Calls]]  
*[[CEG]]Explosions (.tdf, .lua)*
***[[CEG-Format]]  
**[[CEG-Calls]]  
***[[CEG-Classes]]  
**[[CEG-Format]]  
***[[CEG-Operators]]  
**[[CEG-Classes]]  
***[[CEG-Miscellaneous]]  
**[[CEG-Operators]]  
***[[CEG-OldInfo]]
**[[CEG-Miscellaneous]]  
**[[CEG-OldInfo]]
*Lua Based extensions
**[[LUPS]]
**[[LUPS]]
**[[Chili]]
*Misc*
*Misc*
**[[VirtualFileSystem]]
**[[VirtualFileSystem]]

Revision as of 05:39, 12 February 2012

Development < Game and Unit development

Game development

This information is meant to help newcomers learn how to develop their own games for the Spring Engine.


General

Reference

Unit Scripting/Animations (.cob, .bos, .lua)

Lua Animations

To edit .lua files you need a text editor.

COB Animations

The binary '.cob' file format is obsolete and some '.cob' files might be copyrighed by cavedog. A '.cob' file can be decompiled to see what it is doing or if you have the source, that is a '.bos' file, you can compile it into a '.cob' file.

To edit .bos files you need a program/compiler. The most famous one is Scriptor

Modeling

Spring supports different 3d representations: '.s3o' and '.3do'. The biggest difference between both formats is the workflow to create a new unit. There are exporter plugins for 'blender' and '3ds-max' so that texturing and modeling can be done using these. In contrast: when you model an '.3do' you have to use upspring currently.

The animation with can either be done using 'lua' or 'COB/BOS' is does not depend on either, see rigging/animation. For new units use 'lua' scripting.

FeatureDefs (objects on the map, wrecks of destroyed units)

Global game variables (modrules.lua)

Tutorials

Modeling Tutorials

Texture Tutorials

Engine Related

  • Download_Testing - Test the compatibility of your game on upcoming versions of the Spring engine.