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Should we use OpenGL (2D only) for graphics?
Most definately, better 2D graphics.
  6   28.6%
Eh, make it an option but keep software-rendered SDL around.
  14   66.7%
No, my computer can barely take SDL as it is.
  1   4.8%
Poll is out of 21 votes.


Latest News
Release Plans & CVS News

Follow Epiar on Twitter!

Chat With Us! Gamers, Programmers, Artists, Fans

New GUI

Epiar 0.7.0 CVS Module

Developer's Journal #01 - Converting to Autotools

Server Issues

Seasons Greetings

Epiar 0.6.0-rc2 Released

Mostly Monthly Update













Welcome
      Welcome to the main website for the Epiar open source project. Epiar is a space simulation/arcade video game written in C with SDL. It is currently in the latter stages of development.

What is Epiar?
      Epiar is a space adventure/combat game written in C with SDL (Simple DirectMedia Layer). It is absolutely free (released under the General Public License v2).
      In Epiar, you begin as a shuttle pilot in a galaxy generally ruled by anarchy, with few stable governments and numerous rebel factions. You start your adventure off doing whatever you want, but generally trying to save up money for a new starship through trade and combat, and your adventure takes off from there...



Release Plans & CVS News  -  May 11, 2008   22:35 GMT-8
Posted by Chris
    For those of you interested in following Epiar development, you can use a CVS client to check out a copy of the alpha-quality source code tree. Simply use the instructions at our Sourceforge.net page, http://sf.net/projects/epiar/ . The CVS module is named lamprey.

Also, we have decided upon a release schedule. This summer (in the next few months) we'll be releasing an Epiar 0.7.0 Tech Demo, showing off the many new advancements in the next stable release of the game, and later this year we'll be releasing the 0.7.0 version of the game. Among the changes you can find in this new alpha tree:

* OpenGL graphics
* Large planets (2-3 screens wide)
* Animations (engine flares)
* More conventional build system (GNU autotools, ie ./configure, make, make install)
* Mission/level editor with integration with community.epiar.net
* Minimal multiplayer features

Stay tuned!

Follow Epiar on Twitter!  -  April 25, 2008   17:27 GMT-8
Posted by Chris
    For the Twitter-ers out there, you can now follow development updates and get other announcements about this project by following us at http://twitter.com/epiar.

Chat With Us! Gamers, Programmers, Artists, Fans  -  April 21, 2008   22:58 GMT-8
Posted by Chris
    Epiar 0.7.0 is heavily in development and will take some time to come out. In the meantime, join us in irc.freenode.net,#epiar to hang out, suggest ideas, talk about how the game should turn out, and even help develop the game should you choose to!

Join us: irc.freenode.net channel #epiar

New GUI  -  January 5, 2008   23:49 GMT-8
Posted by Chris
    Our graphics artist Niros has finished creating a great new UI, making it's debut in our 0.7.0 release, due out later this year:





Epiar 0.7.0 CVS Module  -  December 6, 2007   19:46 GMT-8
Posted by Chris
    Hey folks, long time no chat.

Our server for epiar.net was moved some months (years?) ago and in the process bits of this website broke, including the ability to post news.

In our Sourceforge CVS (http://sf.net/projects/epiar/) there is a new module called epiar-0.7.0 which is currently the module in active development for the release of Epiar 0.7.0. Currently the goals for 0.7.0 are to clean up the features (un)finished from 0.6.0, fix bugs and work on the general gameplay and cleanliness of the program. The codebase is large and needs to be shaken up a bit to reach modernity.

If you wish to help programming, graphics, etc., please join the mailing lists hosted on our Sourceforge site (http://sf.net/projects/epiar/) or feel free to e-mail me directly.

Developer's Journal #01 - Converting to Autotools  -  February 23, 2006   11:23 GMT-8
Posted by Chris
    In the first issue of the Epiar Developer's Journal, I'll briefly discuss my experiences converting the Epiar source code to use the GNU autotools packages (which then enables us to do the standard ./configure, make, make install). Besides universal usability and the ease for people to now compile Epiar on multiple platforms this way, it also enables us to use GNU gettext, which pretty much needs the autotools' generated config.h to know which language to use.

If all these changes go well, we'll be able to provide translations in other languages. All translation contributions are welcome, but right away we hope to offer both English and German, being the two major languages of our players.

The large problem with GNU autotools is in the way we already organize our source code. In Epiar, the source code is organized by placing all the code under the src/ directory, and then from there we divide it up again into logical sections. So, for example, src/system/ contains system-related things (like initializing the video mode, setting up debugging facilities, etc.). src/ai/ on the otherhand, contains AI code, like how to perform manuevers, which variables to consider when making decisions, etc. On a minor side note, src/ai/ is expected to change dramatically as we make the shift over the scripted AI (like a real game would use) with Lua (www.lua.org, great, fast, ANSI C scripting language already popular with game developers).

The most common way of handling this little issue of subdirectories in subdirectories, according to GNU documentation, is to make anything in a sub-subdirectory (like anything in src/ai/) into a static library, like libai.a, and then link it against the main code. I spent two hours converting all the autotools files over to do this, only to discover that our sources don't depend on each other in a linear fashion; and a minor interesting thing about GNU GCC is that when using static libraries, all dependancies on a library must be specified on command line before that one, so if libvideo.a needs code from libsystem.a, you have to say: gcc libsystem.a libvideo.a, and not the other way around. Sadly, much of Epiar's code works like this: libsystem.a needs code from libvideo.a, but libvideo.a also needs code from libsystem.a. There is a workaround which I hope to implement tonight, but for now the Epiar CVS is very much broken.

For the next journal entry, expect something about the pros and cons and implementation experience of using Lua scripting to script the AI in Epiar. Thanks for reading.

Server Issues  -  February 20, 2006   14:26 GMT-8
Posted by Chris
    Our ISP is being somewhat uncooperative with some problems we're having with our server. The websites (epiar.net, bugs.epiar.net, forums.epiar.net) will probably be quite laggy seemingly at random between 0800-2000 GMT-8, which we apologize, but we cannot do anything about this until our ISP fixes its issues. Thanks for being patient.

Seasons Greetings  -  December 25, 2005   01:58 GMT-8
Posted by Chris
    Seasons greetings from everybody here at epiar.net!


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