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GASP: GAming Services Platform

Mind the GASP!

Project Presentation

GASP is a research project of the Cedric laboratory of CNAM Paris university, the MARGE department of Telecom SudParis engineer school and Ubidreams ubiquitous games editor.

CNAM Cedric Telecom SudParis Ubidreams

Research scopes

  • Middleware for embedded devices: Android, PDA's, J2ME mobile phones
  • Multiplayer Mobile Games (MMGs)
  • Multiplayer Ubiquitous Games (MUGs)
  • Mobility and ubiquity
  • Heterogeneity: devices, languages, communication protocols, network connectivities
  • Component model: service modularity, configurability, dynamicity

Different middlewares for different uses

All these projects are released under L-GPL license:

  • uGASP is an OSGi (component oriented) middleware dedicated to mobile multiplayer gaming and ubiquitous multiplayer gaming, working with Android and Java clients. You should use it to:
    • host game logics,
    • create sessions of your game logics,
    • facilitate inter-clients and clients to game logic communication.
  • GASP is a pure JavaTM middleware for mobile multiplayer online games and implements the OMA specifications, enabling mobile multiplayer gaming.
  • GASPBT is a pure JavaTM middleware dedicated to mobile multiplayer gaming for local Bluetooth network

Collaborations

We collaborate on the GASP project with:

Industrialization

Game editors using GASP project solutions:

History

  • 2010-2011: uGASP has been industrialized on the occasion of the PlayOnline project leaded.
  • 2008-2010: uGASP has been created in the context of the PLUG project leaded by the CNAM-Cedric
  • 2006-2008: GASP evolved in the context of the JEMTU project leaded by the Telecom institute: JEMTU website (french)
  • 2005: GASP evolved in the context of the french government funded RIAM project JIMM with the following partners : Bouygues Telecom (telecom operator), CNAM-CEDRIC (research Lab) and Pastagames (Game Editor).
  • 2004: The GASP project has started in the context of the GET inside the project called MEGA and leaded by INT-Evry with: CNAM-CEDRIC, ENST-Bretagne and France Telecom R&D

Project Components

GASP project is divided into few components:

Lastest News

June 2011: Alterland, a multiplayer transmedia game based on uGASP middleware

Alterland is an adventure game with an ecology theme. The action takes place in a parallel world, which has 50 years of advance on our world. In this world, pollution, overexploitation and destruction have leaded to a dramatic situation. The goal for players is to understand all the factors that have leaded to that situation, in order to prevent this fate to our planet.

Alterland is based on the latest features of uGASP middleware: communication with Android clients (mobiles and tablets) and game logic, permanent game sessions, managing of disconnection... Characters, locations, dialog and item are inserted over Google Maps.

Here is a video of a mission in Alterland, taking place in the Graham Island:

This demonstrator is a collaboration between CNAM-Cedric, Telecom SudParis, TetraEdge and Ubidreams for the PlayOnline project.

June 2011: all uGASP projects improved for PlayOnline available!

Since April 2010, on the occasion of the PlayOnline project, uGASP has been industrialized and strongly improved. Here is a list of uGASP new features:

  • Maven is used as the production environment
  • A new asynchonous dynamic data transmission protocol (RMAI) has been implemented
  • Unit tests added for both data transmission protocols (RMAI and MooDS)
  • Integration tests added
  • New design for uGASP clients
  • uGASP clients available as jar to import inside Android or Java project
  • Improvment of disconnection handling
  • New permanent life cycle for application instance, useful for ubiquitous applications.
  • Many tutorials (text and video) added in uGASP wiki
  • Implementation of an Android demonstrator using those features

6 June 2009 : SoundPark, a MUG based on uGASP middleware

SoundPark is the first MUG based on uGASP. This game takes place in the Jeanne Mance Park of Montreal City, Canada. The players, as different teams, have to complete a specific musical score by retrieving audio samples (instruments) that have been virtually disseminated over the game area (at GPS positions). Some RFID tags are physically deployed into the park and contain some clues about the audio sample positions. A player can choose between two different roles to play: the Scout or the Hunter. The Scount has to search the tags and guides the Hunter to the sample location, whereas the Hunter has to join the sample location, to get it and return to the team's home base. Finally, the first team has completed its score, wins the game.

The technical side of SoundPark integrates a lot of technologies and many of uGASP bundles have been used to support the game (RFID Manager, OSC Connector, Location Manager and Socket Connector). The audio streaming and 3D parts of this game are handled by Audioscape platform.

Here is a video of a SoundPark demonstration:

This project is a collaboration between CNAM-Cedric (Paris) and McGill SRE (Montreal) computing research laboratories.

You can learn more about the technical and game design sides of SoundPark here.

6 June 2009 : uGASP middleware v1.0.0 launched!

uGASP v1.0.0 introduces these new bundles:

* RFID Manager bundle: to manage RFID tags contents in your MUG

* OSC Connector bundle: enable to link various device to the MUG session, based on the string based OSC (Open Sound Control) protocol.

* Socket Connector bundle: enable to connect uGASP client over Socket, instead of traditional HTTP.

* Location Manager update: in order to directly download YahooMaps and to make precise pixel projections (floats).

uGASP v1.0.0 is available now in Downloads section.

8 June 2008 : uGASP middleware beta launched!

This is a big year for the GASP project, the Multiplayer Ubiquitous Games (MUGs) domain should be a big step in gaming experience.

Hence, uGASP stands for ubiquitous GASP, it aims to provide a middleware designed to support MUGs. We have learned about the GASP/GASPBT project experiences and decided to build a more configurable, extensible and dynamic gaming services framework.

uGASP is built over OSGi R4 specifications which is component (bundle) oriented service model. We use the Apache Felix OSGi implementation and the useful iPOJO layer which aims to simplify the development of bundle oriented OSGi applications.

A multiplayer ubiquitous demonstration game is released too and uses the location gaming services of the uGASP middleware.

uGASP v0.9 and its demonstration game are available now in Downloads section and you can learn more about it in uGASP section.

25 April 2008 : MooDS version 2.0.2 released

MooDS v2.0.2 introduces new enhancements and fixes bugs:

* switch max as short to int for array size

* bug with many arrays inside a complex type fixed

* bugs in hashtable approach mode fixed

* ant task updated

MooDS v2.0.2 is available now in Downloads section.

31 March 2008 : GASP version 1.0.5 released

GASP v1.0.5 introduces new enhancements and fixes minor bugs:

* dynamic game server logic loading

* string encoding added for Flash based client support

* Apache Ant task available now to build/publish GASP added

* bug of user/gamesession clean after timeouts fixed

GASP v1.0.5 and its dedicated win32 setup are available now in Downloads section.

1 January 2008: Happy new year! FishDish game launched

Best wishes from GASP project team, for this new year we launch a cool solo game named "FishDish" under L-GPL license. Have a look to this ingame trailer:

Happy new year 2008! Source code coming soon...

10 September 2007: MooDS at Mobility'07 conference

The MooDS protocol has been presented at the 4th International Conference Mobility'07 in Singapore. read it (only a pre-version, for original version refer to conference proceedings under ACM copyrights)

28 April 2007 : MooDS version 2.0.1 released

MooDS v2.0.1 fixes few critical bugs and introduces new enhancements:

* bug fixed with sequence handling based on maxOccurs parameter, n customType array management, 1 or default customType management

* bug fixed when calling a complex type never used as a message inside a message: MooDS must generate for this complex type, encoding/decoding methods and class however must not update the encode/data methods

* handling primitive/complex type tables without creating a class: simpleType with list attribute

* documentation updated

30 January 2007 : Collaboration initiated with COMICS research group

We are pleased to announce our collaboration on the GASP Project with the COMICS research group of the University of Naples Federico II. Welcome!

4 December 2006 : MooDS version 2.0 released

MooDS protocol v2.0.0 has been considerably updated, this version is a big step in MooDS protocol development. MooDS v2.0.0 is available on the project CVS and in downloads section.

Here a short list of MooDS 2.0 enhancements:

* Message objects are now described using an XML Schema syntax with specific annotations

* Automatic code generation for the game server logic or message classes

* Support J2ME MIDP - Doja profiles and Flash clients towards interoperability capabilities

* Communication model management as unicasting, multicasting and broadcasting

* Persistancy services has been introduced as an GASP independant service

You can read more about this new version on the MooDS Protocol dedicated page

Project External Links

java.net community link

Mind the GASP!

GASP project illustrations from G. Paubert, www.gildasp.fr.


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