Use the Source - the Documentation for Programmers 
If you are a developer/programmer and know c++, you could take part
in developing TuxFleet.
Here are some Jobs that have to be done:
-
improving existing HudObjects
or creating new ones
possible new HudObjects : Star_Wars_Radar
Wing_Commander_Radar
it should be easy to change the look if you know a bit of GL (maybe
even cut&paste is sufficent)
I'd like transparent ones and better fonts
-
creating new SpaceObjects
a SpaceObject calculates the movement/pitch/acceleration/etc. of an
object in 3D space, currently a Starfighter is
implemented
planned are: HeliObject PlaneObject
TankObject CarObject
HumanObject
extending SpaceObject to HeliObject would mean to have a 'Gunship'-like
game
extending to HumanObject - viola, Quake.
-
writing to new KIs
(KI = Artificial Intelligence , sort of AI/Bot)
yet there are only a few
dumb bad starfighter KIs
a KI is (as seen from the code) nothing more than a class that features
an init-routine and a routine that gets called every frame.
The code should look, what a startfighter has got to look, and then
it has to set the virtual joystick and virtual keypresses to steer the
ship.
I have implemented my KIs as simple status machines.
TuxFleet can be seen not only as a 3D action game, but sort of 'crobots'
: a game where the aim is not to play, but program better KIs and send
them fighting against KIs from other programmes.
You can watch them fighting in 3D space, if you set your side to 'neutral',
no-one will notice
a "Player' as such isn't needed in the game
the Player is implemented as a special
KI that asks the joystick and keyboard for commands
other special KIs are KIs for Laser,
Explosion, Turret, Tree, etc.
everything that moves or rotates in TuxFleet is steered by a KI
-
adding a new (faster?) scenegraph to TuxFleet.
What is a scenegraph?
a scenegraph is the part of the game that loads 3D models from disk
, places them in 3D space at a specific position and rotation, switch on
the lights, set the camera and - klick - this is what you'll see on your
screen
TuxFleet currently only uses plib-ssg, but since all calls to the scenegraph
have been capsulated in FleetScene
and FleetSceneObject,
it should be easy to implement a different one, especially if you've got
experience with this other scenegraph.
so if you know about the interiors or usage of Quakeforge, Aftershock,
glDoom,
Genesis3D, Nebula Device or Planet Vision, you're welcome.
The main goal should it be to load that what Quake/Doom calls
Player Models (we have to design Starships instead of monsters), loading
of just Quake maps would be of no use (I think)
-
improving
the Gui
Here you'll find the not-so-well-documented html-source
of TuxFleet, generated by Doxygen.
see also: Who
is TuxFleet?