Articles and Whitepapers written by WorldForge'rs
Articles
- Lagrangian Mechanics Made Simple
- A five part article that outlines Lagrangian Mechanics for the game coder by Ron Steinke
Part 1,
Part 2,
Part 3,
Part 4 and
Part 5
- Acorn Internals
- An explanation of the protocol conventions developed during the Acorn project by Al Riddoch. Essential reading for all developers.
- Technologies for Building Open Source Massively Multiplayer Games
- An article written by Al Riddoch and James Turner to accompany their presentation at the 2002 UK Unix Users Goup Linux Developers Conference.
Media Tutorials
- Cal3d Media
- how to export a model to cal3d format as used in WorldForge be the Sear client and the model2sprite tool.
- Textures: what, why and how
- Talks about the advantages and disadvantages of various methods of texure generation.
- Creating face/head textures for human(oid) game characters
- A tutorial for making head-textures using photographs.
- And the light is on!
- Revolves around the various types of lighting one can use in a scene and their impact upon the mood of the scene.
- Image Composition
- Learn the fundamentals of good image composition and how to compose interesting scenes from plain looking everyday objects.
- Lights and Reflection Study
- Puts everything learned in the previous three tutorials together to create a photo-realistic picture of some billard balls on a table.
- 2D Isometric Creature Animation
- Learn the procedures necessary to create an isometric rendering of a creature (in this case a giant crab) to be used in isometric WF clients.
- Tree and Plant modeling
- Discover tools, tricks and techniques to creating vegetation suitable for photo realistic results and realtime 3D engines.
White Papers
- WorldForge Audio
- DragonM discusses the reasoning behind choosing MOD (and/or one of it's derivatives) for the WorldForge audio format.
- Persistent Data Storage for Stage
- An analysis of design considerations for persistent data storage in Stage
- Collision Detection
- Collision Detection in Real Time Simulations of 3D Systems
- Entity 3D Presentation and Structure
- Entity 3D representation and structure from the server perspective.