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Shadowgrounds and Shadowgrounds Survivor games
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Launcher
Launcher2
LauncherClaw
binaries
container
convert
editor
filesystem
game
icons
igios
launcher_mac
launcher_mac2
mingw
net
ogui
particle_editor
particle_editor2
physics
project_common
shaders
shadowgrounds
sound
storm
survivor
system
ui
util
viewer
.gitignore
CMakeLists.txt
LICENSE.txt
README.md
gencombine.sh
module.mk
sg.dox

README.md

SHADOWGROUNDS

Shadowgrounds is an epic fight between human and aliens.

  • Devastating weapons and extensive weapon upgrades
  • Realistic lighting effects
  • 11 exciting missions taking place on various battlegrounds
  • Thrilling sound effects and acclaimed soundtrack
  • Old-school attitude, modern graphics (including the awesome flamethrower!)

Shadowgrounds Survivor is a story of three survivors who join forces with the last remaining human resistance in the heated battle against the ongoing alien onslaught.

Notes

Shadowgrounds specific code is under /shadowgrounds, and Shadowgrounds Survivor under /survivor.
Shadowgrounds does not use PhysX, but Shadowgrounds Survivor does.
PhysX SDK can be obtained from NVIDIA here or here
More PhysX help: How to register developer account and NVIDIA PhysX API.

External dependecies and build process are described here.
If you are going to contribute, please take a look at the Roadmap and contact me before forking.

Shadowgrounds live-ebuilds for Gentoo Linux are available at vayerx overlay as games-action/shadowgrounds.
To get the game assets, you need a copy of each game.

Special Notes

The Shadowgrounds games are quite old and possibly very messy - these sources have not been cleaned too much.
There may also be references to older projects, such as "Disposable" or "DH", which mean our very first game, an (RTS) prototype from 2001-2003. (It should be possible to enable several RTS commands such as unit groups, switching sides to aliens and so on.)
It's also worth noting that the source code has a lot of "hacks" and "todos". It is in many ways messy and could be hard to understand.
We haven't had a commercial name for the game engine, but internally it's been called "Storm3D". Storm3D is partially based on work by the awesome Finnish programmer Sebastian Aaltonen, from whom we bought the original code in 2000/2001.

Good luck! :)

Thanks

Thanks to all of the Frozenbyte / Shadowgrounds / Shadowgrounds Survivor team(s).
Thanks to Alternative Games for the Linux/Mac versions
Thanks to Parallax Software for license inspiration.

Frozenbyte team - 2011
http://www.frozenbyte.com/
http://www.shadowgroundsgame.com/
http://www.shadowgroundssurvivor.com/

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