Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

  • Summary: Create a basic account management and back office administration web application.
  • Description: Ryzom Core is presently shipped enabled to create new accounts without validation or verification. The idea behind this would be to create a new web application that would allow for basic account creation with email validation and CAPTCHA support. The tool would allow the player the ability to manipulate various pieces of their personal profile as well as to change their account settings such as their password. The back office component would need to provide the ability for game administrators to perform basic CRUD operations on player accounts as well as the ability to edit their permissions. It should also provide a central place to edit bans. The application would ideally be complimentary to the WebTT tool (written in CakePHP and sharign session and user information with it.)
  • Technical Details: The web application will be a basic CRUD application in the first phase with refinements to apply. It should be template driven and the data saved should be normalized appropriately to make future customization easy. A initial version of the module is in development Ryzom Core Drupal Module
  • SpecificationTBD
  • Difficulty: Medium
  • Required Skills: PHP, Drupal
  • Mentor: Matthew Lagoe (Botanic)

Ryzom Core Blender Exporter

  • Summary: Create an exporter for the Blender modelling application.
  • Description: Ryzom Core has one fully functional exporter for its game data pipeline: 3DSMAX. We greatly wish to enable FOSS users to create content completely independent of proprietary tools. This exporter will need to be functionally identical to the 3DSMAX exporter. This task may also require modifications to NeL in order to enable additional functionality (such as animation tracks keyed with a different algorithm). Finally the exporter should provide a method for build_gamedata to procedurally execute the export functions (see the 3DSMAX MAXScripts called to export shapes, etc).
  • Technical Details: At a bare minimum we need the ability to export shapes, animations, skeletons and other objects out from Blender. The process should as closely match the 3DSMAX plugins capabilities as possible so that object creation between the packages is consistent and that the resulting exported data can uniformly be processed by build_gamedata regardless of the modeling package. Liberty can be taken on the presentation of the plugin information as is appropriate with Blender. The NeL builder classes are all in C++ but wrapping them in Python in order to use Blender Python API is acceptable.
  • Specification: TBD
  • Technical Details: The web application will be a basic CRUD application in the first phase with refinements to apply. It should be template driven and the data saved should be normalized appropriately to make future customization easy. A initial version of the module is in development Ryzom Core Drupal Module
  • SpecificationTBD
  • Difficulty: Medium
  • Required Skills: Python, C++, 3D AlgorithmsPHP, Drupal
  • Mentor: TBDMatthew Lagoe (Botanic)

Ryzom Core

...

Blender Exporter

  • Summary: Create an exporter for the Maya Blender modelling application.
  • Description: Ryzom Core has one fully functional exporter for its game data pipeline: 3DSMAX. We greatly wish to enable FOSS users to create content completely independent of proprietary tools. This exporter will need to be functionally identical to the 3DSMAX exporter. This task may also require modifications to NeL in order to enable additional functionality (such as animation tracks keyed with a different algorithm). Finally the exporter should provide a method for build_gamedata to procedurally execute the export functions (see the 3DSMAX MAXScripts called to export shapes, etc). Note that the student will need to download and use the free 13th month student edition of Maya).
  • Technical Details: At a bare minimum we need the ability to export shapes, animations, skeletons and other objects out from MayaBlender. The process should as closely match the 3DSMAX plugins capabilities as possible so that object creation between the packages is consistent and that the resulting exported data can uniformly be processed by build_gamedata regardless of the modeling package. Liberty can be taken on the presentation of the plugin information as is appropriate within Maya. A fair portion of the basic ground work of an exporter already exists for the student to review at: http://werewolf2.svn.sourceforge.net/viewvc/werewolf2/trunk/tools/maya/
  • Specification: TBD
  • Difficulty: Medium
  • Required Skills: C++, 3D Algorithms, Maya API and MEL.
  • Mentor: Matt Raykowski (sfb)

Ryzom Core DAE Converter

  • Summary: Create an converter for DAE's exported from modeling applications.
  • Description: Ryzom Core has one fully functional exporter for its game data pipeline: 3DSMAX. This exporter will need to be functionally identical to the 3DSMAX exporter. This task may also require modifications to NeL in order to enable additional functionality (such as animation tracks keyed with a different algorithm). Finally the exporter should provide a method for build_gamedata to procedurally execute the export functions (see the 3DSMAX MAXScripts called to export shapes, etc). Note that the student will need to download and use the free 13th month student edition of Maya.
  • Technical Details: At a bare minimum we need the ability to export shapes, animations, skeletons and other objects out from Maya. The process should as closely match the 3DSMAX plugins capabilities as possible so that object creation between the packages is consistent and that the resulting exported data can uniformly be processed by build_gamedata regardless of the modeling package. Liberty can be taken on the presentation of the plugin information as is appropriate.the plugin information as is appropriate with Blender. The NeL builder classes are all in C++ but wrapping them in Python in order to use Blender Python API is acceptable.
  • Specification: TBD
  • Difficulty: Medium
  • Required Skills: Python, C++, 3D Algorithms
  • Mentor: TBD

Ryzom Core Maya Exporter

  • Summary: Create an exporter for the Maya modelling application.
  • Description: Ryzom Core has one fully functional exporter for its game data pipeline: 3DSMAX. This exporter will need to be functionally identical to the 3DSMAX exporter. This task may also require modifications to NeL in order to enable additional functionality (such as animation tracks keyed with a different algorithm). Finally the exporter should provide a method for build_gamedata to procedurally execute the export functions (see the 3DSMAX MAXScripts called to export shapes, etc). Note that the student will need to download and use the free 13th month student edition of Maya.
  • Technical Details: At a bare minimum we need the ability to export shapes, animations, skeletons and other objects out from Maya. The process should as closely match the 3DSMAX plugins capabilities as possible so that object creation between the packages is consistent and that the resulting exported data can uniformly be processed by build_gamedata regardless of the modeling package. Liberty can be taken on the presentation of the plugin information as is appropriate within Maya. A fair portion of the basic ground work of an exporter already exists for the student to review at: http://werewolf2.svn.sourceforge.net/viewvc/werewolf2/trunk/tools/maya/
  • Specification: TBD
  • Difficulty: Medium
  • Required Skills: C++, 3D Algorithms, Maya API and MEL.
  • Mentor: Matt Raykowski (sfb)

Ryzom Core DAE Converter

  • Summary: Create an converter for DAE's exported from modeling applications.
  • Description: TBD
  • Technical Details: TBD
  • Specification: TBD
  • Difficulty: Medium
  • Required Skills: C++, 3D Algorithms
  • Mentor:TBD

...

Ryzom Core API Service

  • Summary: Create a central API hub service and accompanying API provider (e.g. NodeJS or PHP) to provide REST access to Mirror Service-available information.Description: The PDSS service provides the ability to schedule command execution at an hourly and at a daily interval. In addition it collects a fixed set of data. This means that the data available from its exports (or from pdr_util being run in cron) are not real time. This new service should have the ability to query a large array of live data (see the old Ryzom API for more information.) In addition it should have the ability to gather data from 'triggers' to store information regarding items like: mobs killed in region, players killer in region, etc. This would allow players to write apps such as killboardswith a PHP REST API capable of XML and JSON.
  • Description: The project would create a new API service that is capable of providing real-time access to PDR information as well as other statistics. Using the Mirror Service this service can retrieve all of the existing API functionality such as character information, fame and guild information. Additionally this service should have a MySQL database associated with it for tracking non-persistent data points such as data like PvP kills, PvE kills by player and by region, and more. All of this data should be available via a simple TCP interface for consumption by the REST frontend. Ideally the REST frontend would be written in PHP and accompany the existing Ryzom API (see code/web/api).
  • Technical Details: The goals in this task would be to provide an expansion of collectable data and a PHP frontend based upon the open source Ryzom API (code/web/api). Unlike the existing API this should not rely on scheduled running of cronjobs to export XML via the pdr_util tool and should be capable of realtime or near-realtime querying.
  • Specification: TBD
  • Difficulty: Medium
  • Required Skills: C++, PHP
  • Mentor: TBD

...