MikoChess 0.1 - Offline Chessgame Design Study
Well, yet another one of my studies to learn about irrlicht and things.
This time, it is a chess frontend in 3D. Still rather weak, but already playable.
When starting work on this, I planned to do all the computer player's movement calculation by my own.
This turned out to be a rather difficult task, though (chess engine writing, anyone? ;-P ). So, I looked out for some code that could help me.
Surprisingly (for me), there are quite a few "chess engines" out there, ready to be utilized by a graphical frontend.
Finally, I chose "Abrok 5.0". It is invoked by MikoChess as a different process. Data exchange happens by using the UCI protocol ("Universal Chess Interface").
The game runs windowed (fixed size) only. And human player is white color only.
The possible and allowed moves of each token are calculated by the frontend, then submitted to the chess engine. Only a short time is given to the engine to calculate a move (therefore, the strength of it is weak by now). Then, the result is transfered back to the frontend and executed.
Some pics here:
The starting position
White king under attack (debug window and moves history window active)
Uops, I lost another game...
The game itself (Windows exe, compiled with VC 2003)
(about 1 MB)
// edit: added msvcrt.dll to the zip, hoping to prevent the problem pointed out below
"Yessir, I'll be happy to make these unnecessary changes to this irrelevant document." (Dilbert)