About Gluon

The Gluon project is an open framework for creating and distributing games - supporting the flow of the idea all the way from the author to the player of the finished game. Our current goal for our first stable release is to create games using 2D graphics. The reasoning behind this is that the niche for this type of visual is very large and so far untapped by specialized tools. In the world of 3D games, there are solutions such as Unity3D, which provide a distribution system, but in the 2D game development world there are no tools to provide a complete eco system for both the creation, distribution and feedback gathering.

To read on about this, please continue on to The Gluon Vision.

A Short History of Gluon

About Us

The Gluon team is made up of a number of people with a passion for games, and specifically a passion for making it easier for everybody to make and play them. We thought that you might want to see them, and as such, this page contains a list of the members of the team who feel closely enough connected with the project to be listed here. In essence, this is an elaboration on the Authors file from the source code, combined with a list of non-programming members of the team, such as documentation writers, graphics artists and so on.

Meet the Team

Add yourselves, guys! :)

Casper van Donderen

A member of the Gluon team since the summer of 2009, Casper did the initial porting of Gluon to Windows.

Keywords: Windows, animation, CG
Favorite game: KSquares
email: casper dot vandonderen ad gmail dot com
freenode irc nick: cvandonderen

Dan Leinir Turthra Jensen

A member of the Gluon team since the summer of 2009, leinir designed the GluonEngine system, which he and Arjen then implemented. Outside of Gluon, he is currently finishing up his master's thesis at Aalborg University, where he and two other developers are working on a game AI system based on the behavior tree concept, named SMARTS, which is being integrated into Gluon as well.

Keywords: amarok, usability, furry, gay, music, beer.
Favorite game: Same Game
email: admin ad leinir dot dk
freenode irc nick: leinir

Kim Jung Nissen

A member of the Gluon team since the Fall of 2009, Kim and Sacha implemented GluonInput and Kim is making Gluon compile on Mac. Outside of Gluon, he is currently looking for a job in the game industry while working as a programmer for hire.

Keywords: Mac, AI, input
Favorite game: Plays a lot of games
email: jungnissen ad gmail dot com
freenode irc nick: Adopta

Sacha Schutz

The oldest member of the Gluon project. He starts alone 2 years ago to create a game library for KDE called KGLEngine... After meeting some people during Akademy 2009, he creates the GLUON project. KGL,KAL,KCL, 3 libraries which manage graphics, audio and input become main components of GluonLib
Sacha is French, he speaks very little english... and he is a medical student.... So, this guy is very strange... He speaks in third person :)

Keywords: Graphics, Audio, Input
Favorite game: 2D funny games is better than 3d bad games!
email: istdasklar AT gmail POINT com
freenode irc nick: DrIDK

Eugene Trounev

The graphist of gluon!
Keywords: Zombie, blood
Favorite game: kill games and flower games
email:
freenode irc nick: it-s

Arjen Hiemstra

Member of the Gluon team since September 2009, He started working together with Dan Leinir Turthra Jensen on what was to become the Gluon Engine code during the October sprint. The engine testing program he wrote for it grew to become Gluon Creator. Together with leinir he then set off to complete the base of the Engine code as well as the Creator. Outside of Gluon he works part-time as a programmer for the Dutch "Accessibility Foundation" and is one of the current leaders of the Heimr community.
Keywords: Game Programmer, Metalhead, Roleplayer
Favorite game: A tie between Baldur's Gate 2 and Tiberian Sun
email: ahiemstra at heimr d.o.t nl
freenode irc nick: ahiemstra

Shantanu Tushar

Glued to the Gluon project during Google Summer of Code 2010, Shantanu started working on the library for Gluon Player, which will later be used to create players on different platforms. He continues to develop the library, while simultaneously playing Invaders :)

Keywords: player, plasma, ui design
Favorite game: Xonotic
email: contact at shantanutushar dut com
freenode irc nick: Shaan7

Contact

To contact the Gluon team, there are several options:

#Gluon on Freenode
The primary course of interaction between the team members is the IRC channel, which you can connect to simply by clicking on the above link (if you have an IRC client set up to accept the link), or by connecting to the chat.freenode.net server, port 6667, and entering the channel #gluon
The Mailing List
The secondary point of contact for the team is the mailing list, which you subscribe to by sending an email to gluon-request@kde.org with the subject "subscribe". If you wish to see what has already been sent there, the archives can be found at https://mail.kde.org/mailman/listinfo/gluon
The Forum
Finally, we have a forum, hosted graciously by the KDE Forums, which is frequented by many KDE enthusiasts and soon, we hope, by Gluon enthusiasts who may be encountering KDE for the first time.
Microblog Identi.ca
You can follow us by subscribing to our group over on Identi.ca. If you're not on Identi.ca, most of the posts, there are forwarded to twitter on hashtag gluon as well.
Facebook
Gluon's Facebook page.

Reporting Bugs

Should you wish to report any bugs, please use the KDE bug tracker to report bugs to us. To do so, open up any KDE program, click Help and Report Bug... and select the Gluon application in the drop-down list. When you click Launch Bug Report Wizard you will be taken to the appropriate page for reporting bugs.

If you do not wish to do this for whatever reason, or lack the possibility of doing so, please go directly to our Bug Tracker and report the bugs through there. This is, in fact, the same site as the above method provides, but the dialogue will take you past the initial steps of providing information about version and software package.

Roadmap

Planned Features for Alpha 3: Gluon 0.72.0 (Alpha Particle) (In Development)

(Blockers block the release of this Alpha, Non-blockers do not but are nice to have.)

Core

Blockers:

Audio

Blockers:

Non-blockers:

Graphics

Blockers:

Non-blockers:

Input

Blockers:

Non-blockers:

Engine

Blockers:

Non-blockers:

Players

Creator

Also see the todo page for features currently being implemented.

Planned Features for Gluon 1.0 (In Development)

GamingFreedom

Creator

Player

Engine

Graphics

Audio

Input

Core

Planned Features for Gluon 1.1

GamingFreedom

Creator

Audio

Planned Features for Post Gluon 1.1

Screenshots

Gluon Creator

Gluon Player

The Gluon Vision

The Gluon project is an open framework for creating and distributing games - supporting the flow of the idea all the way from the author to the player of the finished game. The primary use of Gluon is to create games using 2D graphics. The reasoning behind this is that the niche for this type of visual is very large and so far untapped by specialised tools. In the world of 3D games there are solutions such as Unity3D, which provide a distribution system, but in the 2D game development world, there are no tools to provide a complete eco system for both the creation, distribution and feedback gathering.

Target Audience

The three main audiences of Gluon are game creators, game players and application programmers. Each of these are a user of one of the tools. The application programmers are a side-effect of the openness of the framework, but one which is no less important for that: A vibrant open source community is created from openness, not restrictions.

The Tools

To achieve the goals of the vision, a number of tools are devised to support each part of the distribution flow. Specifically Gluon Creator, Gluon Player and the underlying libraries.

Gluon Creator

Gluon Creator is the tool used by the game authors to bring their visions to life. It is a one-stop tool which allows the creative minds of the team to work together on their project, and allows them to finally publish it to anywhere the Gluon Player runs. It leverages the following technologies to achieve its goal:

The Distribution Site

The corner stone of the Gluon distribution system is called GamingFreedom.org and is a website which provides a wide range of functionality for both the creators of games and the players of games, and is based on the Open Collaboration Services mentioned above.

Gluon Player

The Player is the application used by the players of games to both play the games, but also communicate with each other and share information about the games. It is a way for them to enjoy Gluon based games, and to share their enjoyment with their peers.

Most important is, however, that Gluon Player is available in a number of flavours. While Gluon Creator is a desktop application, designed to be used on platforms designed to be used for content creation, the Gluon Player will run both on desktop platforms, as well as a number of content consumption platforms. In the infographic above is shown a number of icons around the Gluon Player icon: Windows, Linux (KDE, GNOME, XFCE and more), MacOS X, Maemo and more. In other words, Gluon Player will look native on all these platforms, and while it will support the same use cases, the way these use cases are reached is different between the platforms, due to their different form factors:

The reason the KDE platform is only used for the desktop client is simple: the KDE platform is not yet universally available on all Qt platforms. Once that is the case, the KDE platform dependency can be introduced on the two other platform classes.

The Libraries

In the vision is stated that Gluon is an open framework. Because of this, it is important to note that while the main method of creating games using Gluon is to use Gluon Creator, it may not be the best solution for everybody. As such - any library created for Gluon is of course also free and usable by anyone directly through normal C++ code. GluonGraphics, GluonInput and GluonAudio are all available as separate libraries without being bound directly to Gluon itself or even each other.

Licensing Explained

The license for all the items in Gluon itself (that is, GluonCore, GluonGraphics, GluonInput, GluonAudio, Gluon Creator and the various Gluon Player applications) is the GNU Lesser General Public License, version 2+ (LGPLv2+).

Game Licenses?

While the Gluon libraries and such are licensed under the license mentioned above, your options for licenses for your games vary depending on how you create them.

Games Based On Gluon GameProject

This type of game is a collection of assets distributed without compiling. They are the types of games created using Gluon Creator. Since these are entirely separate entities, and in licensing terms akin to a word processor document, or a movie file, the license options available for this type of game are as wide as for those:

You can choose any license you wish.

Games Distributed Through The Gluon Distribution System

This is our recommended method of game creation and distribution. This type of game is the same as above, except for an important difference: They are furthermore, uploaded to the Gluon distribution system, either manually or through the Publish functionality in Gluon Creator. These games are available to all users of the various Gluon Player applications.

For this type of game, you are free to choose any OSI approved license, however we strongly encourage the use of one of the Creative Commons licenses. Please use the Creative Commons license picker to choose the license most appropriate for you: http://creativecommons.org/choose/

Other Games

Other games are those using the libraries directly - an example of this is the Gluon team's own Blok game. These games can be licensed with any LGPLv2+ compatible license.