JPilot
This is the first public prototype of the JPilot project featuring the
HeadQuarter networking framework.
The main goal is to demonstrate the reliability of the HeadQuarter engine
together with it's very low resource consumption.
It is also meant to show the ability of Java games to be fully playable while
still under heavy development.
If the above link doesn't work, make sure you have Java 2, Standard Edition 1.4.2 installed.
As long as my maschine is up, you might find a server at hardcode.dyndns.org.
Second, PuppyGames has agreed to host a
permanent server which is the default if you start
JPilot from here.
Otherwise, create one your own using the as server checkbox and connect
to your localhost.
Technical notes
JPilot is constructed around the HeadQuarter
framework. Originally, HeadQuarter has be designed for a fullblown 3D environment like
FlyingGuns. I created a second demo also
in order to keep HeadQuarter versatile and - more important - to have something
simple to experiment with.
As a graphics engine, the fine 2D scenegraph implementation named Piccolo is used.
Feedback and download
Please send any feedback to
me.
If you are interested in whats going on, you can also download the games
sourcecode. Please keep in mind that this is prototype code and rapidly
changing! Maybe it's not even complete.
If you don't like to use WebStart, you can also download the compiled jar files
jpilot_signed.jar and the additionally needed
vecmath_signed.jar.
To do
- implement a 2D spatial HeadQuarter module. Currently the full blown 3D
stuff is in use.
- create nice graphics effects
- server persistence
- more gameplay: obstacles, mines, different ships...
- sound