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DarkSpace Development Blog

This Blog will be updated periodically with regards to the current development status of DarkSpace, and may occasionally just contain the mad, incoherent, views and ramblings of the Staff who work on DarkSpace. IE. is cheesecake or key-lime pie better?...

Author: Drafell

Contributor: BackSlash

Medusa Engine Source Code Released + Logo Contest!

Posted by Drafell Sunday June 21 2009 at 4:28AM
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Richard Lyle, Palestar Inc. CEO, is happy to announce that the full source code for the Medusa Engine is now available for download. He has been wanting to do this for years, and our hope is that the community can step in and help improve the code and help make new features that we can all share.

Medusa is being licensed under one of three different licenses depending on how you want to use the source code. In a nutshell, If you want to make money off the source code, then you will have to pay a fee. If you just want to make games and release them for free or just for fun, the source code and engine is free of charge.

Medusa is the engine that is used to power DarkSpace, and includes the GameCQ Launcher and client update service, which features integrated chat*. Resourcer, our visual and audio asset management system, is included here as well.


Medusa is a C++ game engine that has been in development since 1998.

* Scene-Graph Rendering System - Includes Static, Animated and Skeletal Meshes, Solid BSP Tree, Particle Systems, Dynamic Lighting, Sprites, Lens Flares, and Sound nodes.
* Distributed World Simulation - Dynamically distribute the world simulation among any number of machines on the server backend.
* Resourcer - Edit and version control all game assets using one tool
* Cross Platform - All hardware specific systems are accessed using abstract classes.
* Complete Audio Systems - Single shot and streamed sounds, audio compression, audio capture, and interactive digital music.
* Network Systems - Client/Server classes, compressed sockets, and more.
* Factory Based - The entire engine is based on using factories to create classes for serialization and class enumeration.


Although yet to be confirmed, there is the potential for successful projects, or those simply wanting to use the GameCQ Launcher itself, to be hosted via the Palestar Inc servers. Please contact for more information.

In additon, there is now a Logo Design Contest running for the Medusa Engine, with the winning applicant receiving a 3 month DarkSpace subscription.

You can find more information and download links for the Medusa Engine on the website.

Phew! That is all of the blurb out of the way...

What does this mean for DarkSpace?

There are a number of features that we have always wanted to add to the Medusa Engine, but due to lack of time we have not been able to. There have always been more pressing concerns that need to be addressed, either with the game itself, or real life. This is one of the big pitfuls with regards to relying on a voluntary Development team.

What we would most like to add to Medusa are bump mapping and shader control as these would have the biggest impact in terms of visual quality for the game. Actually using shaders would allow us to improve the particle system and reduce CPU overhead. So better performance and improved visuals, both very good things.

Although long awaited (Richard was wanting to try and release Medusa back in 2004), I consider this to be great news overall.