EliteGL
An OpenGL port of "Elite: The New Kind"
by Mark Follett
What's New
Downloads of EliteGL v1.0.0 have been disabled as per Christian Pinder's request. The project is not completely dead, however. I'm currently working on a planet rendering demo codenamed 'Journey' that could be incorporated into an elite-style game in the future. The images above are development screenshots of that project. In the meantime, please visit the following sites for information on related projects.
Summary
This is the homepage of EliteGL, an OpenGL port of Christian Pinder's
Elite: The New Kind. My
immediate goal with this project is to create a complete conversion of E:TNK to
OpenGL, restructuring the source code as necessary but keeping the behavior of
the game as similar to the original as possible. This means I'm not adding any
new features or improving the graphics yet, but instead making sure the game
works and is fully playable. With a solid code base it would then be possible
to for me or other game developers to add features and improve the graphics.
Version 1.0.0 - Release
This is the second release of EliteGL. It is based on version 1.0 of E:TNK, so it
inherits any bugs/issues/missing features that are in that release. Some
of the major changes are the following:
-
SDL: I've decided to use the Simple
DirectMedia Layer as the cross-platform library for EliteGL instead of
Allegro/AllegroGL. All of the graphics, sound, joystick, and keyboard input
code had to be modified.
-
Smooth framerates: Framerates from 60-120fps instead of 10fps with
the original. I've written code that interpolates object positions between
each 'simulation frame' using quaternion math.
-
Multiple resolutions: In the newkind.cfg you can choose your resolution
and whether you'd like to run fullscreen or windowed.
-
Music: This version now supports both hardware MIDI and the Commodore-64
sidtune music (downloaded from the High Voltage
SID Collection).
-
Save/Load: I added a save/load screen. The load screen shows stats on
each saved commander as you cycle through the list of commanders. All saved
commanders are located in a single directory.
-
GNU Build System: I've organized the code to use GNU Automake/Autoconf
to make it easier to build on different systems. I've successfully built EliteGL
on GNU/Linux (Redhat 7.1, 7.2, and 7.3).
EliteGL Patches
The following are patches to EliteGL done by other people:
-
Mr J.'s Patch - This patch adds new
sound effects, music, a new scanner image, and a font to match.
Click here for a screenshot
of what it looks like. To install simply extract the archives provided on his website
to your EliteGL directory and replace the original files.
Contact
Please E-Mail any comments, suggestions, or bug reports to mef123@geocities.com.
Links
The following are links to various sites that I got ideas from while developing
EliteGL.
EliteGL Derivatives
Elite
Other 'EliteGL' Projects
Other Elite-related or Space Simulation projects
Cross-platform Libraries
Commodore 64 Music
OpenGL and 3d Graphics
Cross-platform games
Last Updated July 8, 2003