GSoC Ingame lobby

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Revision as of 22:18, 11 March 2010 by Brain damage (talk | contribs) (New page: = GSoC idea: Basic ingame lobby = == Why == External lobby programs are powerful but confusing. There's a need for a simple lobby client that works in-game and to launch spring. == Backg...)
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GSoC idea: Basic ingame lobby

Why

External lobby programs are powerful but confusing. There's a need for a simple lobby client that works in-game and to launch spring.

Background

All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look 'n feel from the game itself and require focus switch from the game itself to operate.

A new, Lua scriptable lobby should be implemented with customization and control in the mind, possibly integrated with spring codebase and/or running as a separate process overlaying to the game's UI.

Optionally, the engine's start screen should be replaced and integrated with it.

Required skills

  • C++, Lua and Lua API
  • Some OpenGL

Difficulty

Estimated: hard

  • ensure Spring can clean up properly
  • ensure Spring can change mod during program runtime (requires that some singletons be converted to Spring's *handler pattern)
  • The lobby API should reuse/be identical to spring's LuaUI where possible ( GL calls, access to game infos )
  • to prevent Spring <-> lobby crash propagations they should run as separate processes, with lobby overlaying on top of Spring's UI
  • create a new Lua context or initalize current context earlier in the code during Spring init and script start interface using Lua.


Possible Mentor(s)

FORUMLINK

Google_Summer_of_Code_2010