AdaGate

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AdaGate

https://github.com/fastrgv?tab=repositories
combination of Sokoban and Portal

A combination of Portal and Sokoban, AdaGate is a great example of OpenGL programming using the Ada language. It is F.O.S., of course.

While exploring a remote south-seas island you make a startling historical discovery. But before you can report your findings, an operational stargate transports you into a curious sequence of dungeons. Your escape will require the logical rearrangement of weird power cells, called Zero Point Modules (ZPMs), that can roll in only two directions.

You can shoot your portal guns at the dungeon walls to define a wormhole. But, in order to activate it, all of the ZPMs must be bumped into their sockets. Now, you can only PUSH the ZPMs. That means you will fail if you roll one into a corner or against a wall.

Escape each level and find your way back to a beautiful lake on the surface.

The degree of difficulty is now selectable. Each game resumes at the beach but progress from previous games is tracked. Complete all 4 levels to access the lake epilog and reset the game.

Uses fully modern OpenGL methods in Ada using textures, shaders and uniforms that achieves version 3.3 core profile contexts in a way that is sufficiently mainstream that it easily compiles and runs on Windows, GNU/Linux and Mac OS-X systems. This project serves as a testbed for learning the complexities of modern OpenGL and GLSL.

Absolutely no coding efforts or compromises have been made to accomodate proprietary operating systems except for learning how to compile on OS-X. It relies on a thin SDL2 binding from Dan Vazquez, a thin OpenGL binding from "Lumen", a PNG reader by Stephen Sanguine, and SFML-Audio.

If one defines "modern" OpenGL to mean version 3.3 or beyond, then this may be the most functionally advanced demonstration of "modern" OpenGL using Ada to be found. The code itself is far from elegant, but serves as a working example, with focus on learning OpenGL. The Ada bindings used are thin, so the relationship to C++ methodology is quite transparent. Developers should note that these Ada bindings are usable as a standalone library for most any OpenGL project.

Media Files Note: The particular choices of sound, image, and shader files (*.fs) delivered are not essential to the function of the game and are easily replaced. This software is primarily intended as a tutorial example of modern OpenGL game assembly methods. The only requirements are that sounds be in WAV format, images be in PNG format, and shaders be updated to GLSL 330 specifications.

Documentation

Focusing on portability and freedom, no coding effort or compromise has been made to accomodate proprietary operating systems. It relies on a thin SDL2 binding from Dan Vazquez, a thin OpenGL binding from "Lumen", a PNG reader by Stephen Sanguine, and SFML-Audio (because of its elegant audio interface).





Licensing

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Notes

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Jgay

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3 June 2015




Leaders and contributors

Resources and communication

Software prerequisites

This entry (in part or in whole) was last reviewed on 20 September 2016.



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