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The Guild of Writer’s mission is to create an environment where anyone, novice to expert, can express his or her talents. Whether you’re an expert at code or a short story writer, many skills are vital to the The Guild’s growth. We have many helpful people who can guide the beginner and a dedicated development team who are creating more versatile and easier to use tools.

The Guild of Writers, as it stands in its present form, was formed on the basis of many explorers collaborating to make something better. We take great pride in our accomplishments and continually strive to create great things whether they be content creation tools, ages, or something else entirely. For more information, please visit our discussion forum where the bulk of our activity is. We also have a publicly editable wiki available as an asset to our ever expanding knowledge base.

Reflecting on 10 Years of Open-Source Uru

It was 10 years ago today that Cyan unexpectedly released the source code for the Uru game engine client and related development tools. I recall thinking it was inconvenient timing, because I was less than a month away from being finished with school, but right in the middle of final projects and exams when the source was released. It’s funny looking back at all the excitement – and politics – and seeing where it led to.

A lot changes over the course of 10 years. Sometimes a lot stays the same too. Our group of developers has seen people come and go over the years, and I’m incredibly grateful to get to work alongside many of these people — in some cases for over 15 years developing tools and Uru-related projects long before the engine codebase itself was released. It’s not an understatement to say that Uru is directly responsible for my becoming a software developer, and I owe a lot to these folks who patiently explained concepts and patterns to self-taught younger me.

A lot changes in a codebase over the course of 10 years too, and that’s what I want to focus on today.

Graph of commits to H-uru/Plasma on GitHub since 2011

There have been almost 700 pull requests merged to the Plasma project since we mirrored the original source code on GitHub. Some of the highlights include:

  • Replacing the Visual Studio 2003 project files with the CMake build system, which allows building on multiple platforms with various compilers and IDEs.
  • Updating the physics engine to PhysX 4.1 which is open-source and cross-platform.
  • Updating the scripting library to Python 3.9.
  • Simplifying management of library dependencies, and writing new user-friendly build instructions.
  • Significant code modernization by adopting features of new C++ standards in favour of custom implementations.
  • Various performance improvements and gameplay enhancements, such as clipboard functionality and widescreen support.
  • Lots of code cleanup to allow for 64-bit and (in future) native macOS and Linux clients

This work has been a group effort, with lots of contributions from the core H’uru team as well as numerous community contributions. A big thank you to everyone who has contributed to Uru over the years, whether through code changes, bug reports, tutorials and documentation, or gameplay testing.

Tosholek Version 2 Released for PotS

The updated version of Tosholek is out for PotS users. Click the link to get it. Let me know if there are any issues!
Tosholek V2.0

Update Notes:
Lighting overhaul using lightmaps
Updated journal using new book system
Textures updated and refined.
Optimized the Age so that additions can be made easier in the future.

CWE Development Library Bundle Update

After many delays, much hemming, and lots of hawing, the ability to play WebM video (vp9/opus) was merged into the main codebase today. You should still be able to compile the new codebase after this merge; however, if you would like to be able to see videos in the client, you will need to download the new devlibs bundle.

There are currently no official WebM versions of the Cyan introduction video nor the MOUL intro video. For now, you will need to convert them using third party utilities if you want them to play. We hope to fix this in the near future.