Dies ist eine kurze Zusammenfassung der Geschichte von BZFlag vom ursprünglichen Programmierer. Der Inhalt stammt aus dem BZFlag-Handbuch und ist daher nur auf Englisch verfügbar. The History of BZFlag - as told by Chris Schoeneman (2003-12-04)
---A brief history of BZFlag told by the original author
himself.---
The History of BZFlag
BZFlag began back in 1992 while I was a Masters student at
the Cornell Program of Computer Graphics. I was an intern at SGI
for the summers of '90 and '91, working on a prototype Indigo
during the second summer which was a blast. So by 1992, IRIS GL
was an old friend.
At the Cornell PCG, essentially the only computers
available were HP 700 series workstations. While CRX-24Z
graphics wasn't too bad (around XS24-Z performance), HP's
graphics library, Starbase, wasn't quite as easy to use as IRIS
GL. In the words of fellow student Rick Pasetto, "Starbase sucks
rocks." As a result, very few students wrote interactive
graphics tools to assist their research. If you wanted to make
an image you usually had to at least ray trace it.
So Rick and I wrote an IRIS GL-like layer on top of
Starbase which we called WM (it was originally for window
management). To encourage the other students to use it I wrote a
number of small demo programs, small being the key word
here. The fact that you could open a window and render to it
with only a dozen lines of code ensured WM's success. I think it
was finally retired by 1999, replaced by OpenGL.
I began to write BZFlag as a simple demo but soon
abandoned it after producing a program that was supposed to let
you drive around a virtual world but instead had a bizarre
warping effect because I goofed up the order of my
transformations. I had by then also realized how much more work
was involved and had other stuff to do.
So there it sat, unused, for a few months until another
student browsing the WM demo directory found it and said it
looked cool and that I should finish it. So in a week long
marathon of programming BZFlag took shape. The earliest complete
version had two notable bugs. The first was that each player had
his very own random world; it was soon discovered that hiding
behind a pyramid didn't work because the pyramid wasn't even
there in the other player's world. Once that was fixed, the
second bug became clear: it was impossible to play. I had tried
to base the BZFlag world on the real world, so the playing field
was 10km on a side and shots moved at around Mach 1. It took
forever to get from one end of the board to the other and you
couldn't even see a shot before it hit you. So we scrapped some
realism in favor of playability. After a few more tweaks, we had
a pretty fun game.
At this point the game resembled bz by Chris Fouts. This
is no surprise because both games are based on the old Atari
arcade game BattleZone. In fact, BZFlag was called bz back then
because no one in the PCG knew of the existence of Chris Fouts'
bz. Yes, that's right, BZFlag was written with no knowledge of
bz. The two games share no code and were designed and written
independently. They owe their similarities to their BattleZone
heritage.
It didn't take too long to get bored with the basic
shoot-'em-up game. We quickly came up with the capture-the-flag
mode and designed the new world it's played in. This kept our
interest for quite a while (it's still my favorite
mode). Strategy now played a role. You still needed good tactics
to keep yourself alive, but you had to have a team strategy to
excel.
After one of the students hacked the code to make his tank
super-powerful (blatantly so; he wasn't trying to fool us) we
invented superflags. The first four super flags were: high
speed, quick turn, rapid fire, and oscillation
overthruster. Originally, there was one of each flag and each
had an identifying mark so you knew what it was before you
grabbed it. When more superflag ideas came up (including the
concept of bad flags) we dropped the marks and made the flags
appear randomly. This was around May 1993 and the game has
remained substantially the same ever since. I rewrote the game
in C++ (from C) for SGI's third IndiZone contest. BZFlag won in
the Reality Engine category, earning me a nice little home
computer (a Indigo2 200MHz R4400, with a 20" monitor, 64MB, a
CD-ROM, DAT, 2GB disk, and High Impact graphics with 4
TRAMs).
crs claims the first release was the first week of 1993 so
we are over 10 years old now.
Previous versions of the BZFlag website
Copyright (c) 1993-2010 Tim Riker (current maintainer)
|