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With iPhone and Android I feel Symbian is obsolete. But it is going to be open sourced. However the API looks like very different. With so many different types of discriptors, arrays and Active objects people feel creepy about it. Loo in wikipedia articles here:
http://en.wikipedia.org/wiki/Symbian_OS#Developing_on_Symbian_OS
http://en.wikipedia.org/wiki/Active_objects
I think when it goes open, the first thing community should do is cleaning it up. Though its very difficult but I feel its necessary.
The main reason, symbian is going opensource is to become competitive. The main advantage of Symbian is it is very stable with more than a decade of mobile experience. With the strong support of Nokia, and port of Qt it can definitely a major player.
Wikipedia isn't exactly representative.
Symbian OS development basics have recently been boiled down to under 50 pages in http://www.quickrecipesonsymbianos.com
There is an entire ecosystem that knows about the specifics of developing for Symbian OS. The C++ idioms might be a pain to learn but they have a purpose when it comes to using a mobile platform.
There is little technical justification to get rid of them.
Making things simpler for developers is another goal. A very important one, though. That's why many runtimes have been introduced for Symbian Os development. Qt, Ruby, Java, python, OpenC, Flash, NS Basic, .Net...
The customized, open C++ allows developers to add runtimes efficiently.
Each runtime has its own trade-offs to balance performance and ease of use.
Open sourcing will make runtime integration and native c++ development easier for sure but there also is a commercial point to it too. It gets more people interested and the platform compares more favourably to its competitors.
I think it's too early to say whether Symbian going open-source will be a good or bad thing for the OS. The debate over the branding selected for the Symbian Foundation website shows a certain lack of clarity of the role Symbian software will play in the future.
While it's true to say that there is an entire ecosystem that knows about the specifics of developing for Symbian OS, that's pretty meaningless in its own right. After all, there's still an active "ecosystem" that knows how to develop Cobol applications for IBM mainframes.
You need to consider the size of the ecosystem and appreciate that that ecosystem is small given that Symbian OS has been around for over a decade and the software powers in excess of 100 million devices today. Consider then the rate of growth of the ecosystems surrounding the offerings from Google and Apple - Symbian never generated that level of excitement and never saw that sort of growth in developer interest. Of course, we're a decade down the line and you could argue Symbian have done the hardwork and created the landscape in which Google and Apple are now competing. But just because Symbian was first, doesn't make it best and doesn't give it any right to survive.
It is true to state that the Symbian C++ idioms are a pain to learn. However, it is incorrect to suggest that there is no justification for getting rid of them. The justification is the persistent perception, 10 years on, that developing native code for Symbian OS is too hard. Most if not all these painful idioms were design decisions taken over a decade ago and whilst still beneficial on todays mobile devices are no longer essential. Mobile hardware has moved on substantially in the last decade. Symbian OS has not fundamentally changed, at least in terms of the developer offering. Consider now where PCs would be if the hardware had developed as it has, but the software stopped at Windows 3.1 or 95. We almost certainly wouldn't be able to have this discussion in quite this way for starters.
Looking at alternative mobile platforms, consider Android and Maemo. Both are linux based systems. Both use more developer focussed, standard development approaches which leave Symbian OS looking like it's come from another age.
That in itself is not necessarily a problem because as others have noted, Symbian OS supports several runtime environments that make development for mobile devices that happen to run Symbian OS much more approachable for the average developer.
Taking the runtime support to its natural conclusion, the underlying OS becomes irrelevant. A choice made by the device manufacturer based on cost, time to market, quality etc. But the end user doesn't care and in many cases doesn't know what the OS is. Developers then develop for their preferred runtime, rather than write native code.
Of course, we're not at that conclusion yet. We're still travelling the long road. Therefore native code still plays an important part in mobile devices. Hence the ease with which developers can write for a given platform is important - assuming the device manufacturers believe in supporting developer platforms.
So, will open sourcing be good for Symbian? It's difficult to see how open sourcing will be bad for Symbian. But whether it will be good or not depends on the ability of the community to make Symbian OS into the OS the community needs.
there's a move in symbian os towards using more common languages for development, including C, ruby python etc. try thinking of symbian c++ as like WIN32 programming (you're not telling me that's easy!), if you don't want to use it you don't have to but it's the native language and therefore most efficient.
Related
*//in case of headless automoderation: it is **NOT** a recommendation
of some software. It is a search for ANY descendant software, which was
sold and abandoned 30 years ago. At the moment I know no comparable tool
with the same syntax and capabilities. There should be some//*
In the 90s, Derive CAS was very popular, because of simplicity and low system requirements. Derive For Windows 6, the last version, used true windows interface, offering quick but high precision graphics, and fine toolset. For everyday engineering problems, it is still more productive using Derive, than overbloated and hard to script Maxima or Wolfram. But it is old. Too old.
Is there any modern software using a descendant engine and syntax of Derive for PC? I know, there are TI calculators, but I want a PC-solution.
No, unfortunately no such computer algrebra system (CAS) is available. Texas Instruments (TI) bought all rights to Derive from Soft Warehouse, used a subset of its capabilities in their calculator software and TI-Nspire PC CAS, and discontinued Derive as a PC software.
If someone wrote a Derive-like frontend to SymPy, that might already be quite close to what you seek.
i've been making web app's and working with various server side language like php, ruby, perl for a while now. I've always been curious about game development, it's actually what I set out to do but I ended up in web development. I am trying to transition in to GD, but I cannot help see games from a web development POV.
GD = Game Development
WD = Web Development
Technical Questions.
How do you design UI in games? in WD you have CSS, and need minimal graphics to create a quick menu. are there similar tools or concepts in GD ?
How do you deal with storing data ? Do you use flat text files? Or is there something like MySQL or sqlite that you use to store information about objects, users, and etc ?
What game engines is commonly used ? Are there any that use scripting languages ? I only know VB and basic understanding of C.
With the proliferation of Iphone and Android, is J2ME being phased out for mobile phones ?
open 3D web is coming. What is your thoughts on having 3d applications running natively from your browser ?
What tools make it easy for creating 3D objects, levels, game environment, and animating characters and so on ?
Where can I find out more about how server/client, client/client, and MMORPG networking works ?
Where can I get or find generic or commonly used game flows ? for multiplayer ?
How do you deal with physics? Is there freely available algorithm or library that you can use ?
How are real time cutscenes made in games ?
Market Questions.
Which market should you enter? Mobile, iphone, wii, PSP, DS, android , ps3, PC etc.
Shouldn't you always enter mobile market, as it is easy to make small games on your own yet sell a lot ? Are there any resources where i can find more about each markets ?
What is your thought on Steam content distribution ? Is it the distribution model of the future ? Whats wrong with the traditional publisher/distributor model ? How does the traditional model work exactly ?
How big is the web games market? ex) Flash games.
How is game development different from any other software development or web development ?
I have a lot more....but those are the ones that I have been thinking about lately.
Thank you very much for reading !
UI Development
Depends on the game- is it animated, or a board-style game? Generally, UI assets are created as images, sprites, or storyboards.
Data
Again, depends on the game type. Realtime games need FAST access, so you want to store your data in a local database and cache it as much as possible. Local file-based databases tend to be the norm, either custom or off-the-shelf, such as SQLLite.
Engines
There are tons of engines out there for 3D, board, etc. Popcap has made their C++ game engine open source. Others include Unity, Ogre3D...
J2ME
I wouldn't target this platform for games.
Don't know much about "Open 3D Web" but it sounds very browser-dependent, so mileage may vary across browsers.
You can play with 3D with Google Sketchup and Caligari Truespace. Truespace was bought by Microsoft and made free.
Again, tons of engines out there for networking. Example: Microsoft's XNA framework has some networking bits you can leverage.
Not sure what you mean there.
There are physics engines built into some of the gaming engines I've mentioned, and external ones you can use.
Once upon a time, realtime custscenes were pre-rendered with 3D Studio Max or Maya. These days in-game rendering is often good enough for cutscenes: look at the latest Halo 3:ODST game. All cutscenes use the in-game engine.
Market
I looked into game development earlier this year. Casual games look to me like a growth industry- high volume, relatively low development cost. Big Fish Games for the PC is a good example there- they publish a few titles and resell most.
I think mobile game development is a huge potential market but the barriers to entry are high because it will be a crowded space. iPhone games are the 800lb gorilla but Android is coming up. PSP and others have a limited audience and are notoriously difficult.
The most important thing I learned in my research is that game development is a labor of love. It's hugely multi-disciplinary: you need programming, art, concept, production. It's more like making a movie than anything else. It's also rough to make a profit because of all that overhead. If you want to get into it, I recommend joining a game developer to learn the business. Once you have experience you can carry it forward to larger gigs at larger publishers. Eventually you can get to work on a major AAA title, after which you can really write your own ticket.
I'll stick to answering the technical questions:
1 - UIs are usually completely bespoke, with nothing resembling a standard in the same way that HTML/CSS is a web development standard. Some people use ScaleForm which is based on Flash but that is by no means common.
2 - Data is often stored in flat files - rarely text, more commonly binary. Again, these are almost always completely bespoke formats. Sometimes they are aggregated into archive files which use the zip format or something similar however. Occasionally, some programs might use sqlite, and online games often use SQL databases.
3 -There are many game engines used, although the definition of 'common' is vague. There are well-known ones like the Unreal or Source engines, down to lesser known ones like Panda3D or Torque. Some of these are heavily focused on 3D and leave much of the rest of the functionality to other packages (or the game developer themselves). Most are able to be used with scripting languages, or come with one built-in. (eg. UnrealScript).
4 - J2ME - couldn't say, that's not the sector I work in.
5 - 3D web will be interesting when it's ready, but cutting edge games currently require gigabytes of client-side data. Running the application in the browser doesn't get around that download, so it's not a great benefit. Nor is it likely to be as high performing as a dedicated 3D game renderer for quite some time. So while it opens many doors, it doesn't significantly change the state of play for gaming just yet.
6 - 3D art assets are usually made with 3D Studio Max or Maya, although there are several other related tools.
7 - MMORPG networking firstly requires understanding of basic networking (ie. strip away all the HTTP fluff and get right down to the socket level). Start with Beej, work up. From there, you're best off reading talks given at conferences and reading the Massively Multiplayer Game Development books, coupling that with anything you can find on traditional game networking. 2 good starting points are the Source Multiplayer Networking docs, and Gaffer's Networking for Games Programmers. Don't expect to understand everything the first time you read it, either. And bear in mind this is a field with ongoing research and the problems are far from solved yet. And that it's also a field where "if you have to ask, you can't do it yet". Emphasis on yet.
8 - I don't know what you mean by game flow - it's not a term I've heard used before.
9 - There are several physics libraries available, including Havok, ODE, Bullet, PhysX, Box2D, etc. Some are free, some are not. You can also write your own physics for simple games, as it's not all that hard, and indeed that is what everybody did until relatively recently.
10 - Real time cutscenes are typically either pre-animated in something like 3D Studio Max, or scripted to run within the game engine.
It depends very much on the platform you are developing for. some game engines, or platforms, have built in platform specific means of creating UI systems. An example is developing for the 360 where there is a proprietary UI system provided with the SDK tools.
However, systems like these tie you to a particular platform and this can be undesirable.
Another alternative is cross platform libraries like Scaleform, which provide game-side libraries for displaying UI elements, and a common way of editing and creating UI systems across different platforms.
The complexity of UIs in videogames varies wildly. Look at something like Peggle, compared to something like Codemaster's Dirt or EA's Dead Space. Each system is therefore implemented differently.
Some use 3D packages and the standard game engine to animate and render UIs. Others implement Flash. Others roll their own custom solutions. There's no easy choice or a standard like CSS I'm afraid!
Hope this helps,
-Tom
When a new version of a framework or language appears (e.g. .NET 3.5, SQL2008), what approach do people take to when to adopt/upgrade?
Generally developers will say as soon as possible (they want it on their CV and from a management perspective giving them what they want provides a motivation boost) but commercially there is often little incentive (few clients demand the latest version) and from a cost perspective (retest, training) there is often a disincentive.
I'm particularly thinking of "on-going" systems and projects (such as in a software house) which exist and evolve over years where taking the "new projects use the new technology" approach doesn't work.
Are people driven by specific requirements (the need to use a new feature, a potential or existing client demanding support for it), do they formally assess it (in which case what are the criteria) or do they upgrade as a matter of routine (in which case when - leading edge vs. bleeding edge)?
Do people think that not being on the latest version of something should be considered technical debt and managed as such?
Or is "if it ain't broke don't fix it" a valid approach?
Read up on Technical Debt. This is a simple cost-benefit decision.
The "if it ain't broke don't fix it" is a common management policy that says "tomorrow's dollars aren't worth as much as today's, so don't plan for future improvements." Eventually technical debt accumulates to the point where the product can no longer limp along.
The most common breaking point is when some piece of the infrastructure is no longer supported. By then, incremental change is impossible.
Reinventing from scratch is a new capital investment. Fixing existing code is an expense. The accounts force management to make technically crazy decisions.
In the case of open source software, it requires careful technical management since there's no official "support sunset" announcement from Oracle/Sun. Bad technical management, of course, leads to technical bankruptcy.
We look at the support lifecycle costs. For how long are the older versions supported, and at what costs? Platforms like Windows and Java tend to move fast as compared to mainframe environments, and part of the cost of doing business on those platforms is to perform periodic upgrades. In a rational world, that is!
New versions can have killer features we need -- but that is rare in enterprise development. The main positive selling points of new versions (as opposed to negative ones such as expired support) tends to be greater developer efficiency, which is hard to measure. Against that, as you indicate, the cost of retraining must be considered, not only for the initial developers, but, crucially, for maintenance. In each upgrade, some applications tend to be left behind as too critical to retire, and too expensive/fragile to upgrade. Over time, the number of platforms and versions you have to support increases overall technical debt (no matter their age).
Another criterion for upgrading to new versions (which you note) is the ability to attract and retain staff. With the current economic phase, that's playing second fiddle, but still cannot be ignored completely. You want to have at least a seasoning of enthusiastic and knowledgeable developers.
I think the killer question is whether your app will survive long term if you NEVER upgrade the platform/language version. If you think it can't, you may as well upgrade sooner rather than later, as it will only become harder.
Think about how long your app should be actively developed until you need a full rewrite. If you never plan to rewrite it, I would upgrade continually. Consider how difficult it will become to find the best developers if you are working in an outdated technology. Consider how new framework/language features could speed up your development process in the long term, for a bit of short term pain.
When you really need to. .NET 1.0 was crappy, 1.1 was a nice upgrade, but Web development with VS2003 was not so smooth. Things improved with VS2005 and .NET 2.0 – and I see still many developers and companies are stick to .NET 2.0. Previous versions were so fresh, version 2.0 was mature tech. So, if you were happy with 1.1, why would you upgrade? If you are happy now with 2.0, why upgrade to 3.5 or 4.0?
When the benefits of upgrading (more features, or a bugfix you need) outweigh the risks/costs involved (new issues, breaking existing code).
When you develop for Microsoft based platforms, like a Windows Forms App for Windows or ASP.NET webapp for Windows Server, the nice time to migrate is for every two major versions of OS.For example, if your app has been developed for Windows 2000, you ought to migrate to Vista though XP can be neglected. Similarly, if it were designed for XP SP2, you can safely ignore Vista and target Win 7. Usually Microsoft never breaks (or rarely breaks) incremental OS updates. So an app running on today's OS will definitely run on the next. But never on the one following it. (It if runs how can M$ make money???)
Source: Self... Windows Developer for over 5 yrs)
I'm in the upgrade as soon as possible camp (though I might wait a month after a new version come out just in case for uncaught issues). There are a few things you need to think about:
1. Security Releases
Many of the people who tell me if it isn't broke don't fix it are also the same people who would close their 2 eyes when security patches get released. Think Equifax.
To me it is an ethical responsibility to at least be on security supported versions of a framework. We owe it to our customers to safeguard their data.
2. Attracting & Retaining Talents
There are lots of talk about how the programming language or framework used doesn't matter. But in my experience, the cleanest code and design for a web app are usually written by the people who are passionate about the framework & programming language used because of their experience & expertise with it.
These people are unlikely to stay around for long or join your company if you stick to a very old version. Please think about your developers' happiness.
3. Newer, simpler ways offered by the newer version
Very often newer versions of a framework make something hard in the past much easier. If we do not upgrade, we miss out on the good new packages/features and we write our code in the old frustrating way knowing there is a much simpler way to achieve the same feature. And when it comes time to upgrade, we may end up having to change again to the new way. So why not upgrade and use the new better way and waste less time?
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Recently I found out that the company a friend of mine co-owns uses 4D, which I've never heard of before. They swear by it, but they're non-technical and what they say about it sounds like memorized marketing blurb. Unfortunately the 4D website also seems devoid of any actual information and is filled with words like "comprehensive", "solution", "platform" and "integrated" instead.
Since that thing is rather expensive and uses a custom language that I don't have much inclination to learn just for one project, I'm cautious about it and I'm wondering if anyone had any experience with it? Would you recommend it? What is it good for? What competitive advantage would I gain by learning it as a programmer, or using it as a company?
4D has been around for a long time (~25 years), so it's much older than e.g. MySQL. Think of it as a professional version of Microsoft Access: It has its own Pascal-inspired host language, its own relational database engine, a very mature IDE for rapid GUI development and a custom runtime which allows for true "write once, run anywhere" (anywhere being Mac OS (X) and Windows, that is). Nowadays, it also understands SQL, there's a server version and even an integrated web server. It's fairly powerful, so the comparison to Access probably does not do it justice.
Today, I believe it's mostly used for legacy apps which are as old as 4D is. I don't think I would learn it again today, much less start new projects with it, since you can get the same functionality and then some by stacking up open source components.
I used to do some very serious 4D work, one of the systems I wrote is still in use as an enterprise system about 16 years later. I got frustrated because they were taking years to come out with the new object-oriented version of the language and I was writing thousands of lines of code to use a third-party table control.
4D delivers cross-platform, very high-performance client-server systems using a proprietary server. The database model is much more set-oriented than SQL and pulls the sets all the way into the core language. It does a nice job of delivering code to the clients because it compiles all procedures to native code which is cached locally and updated on-demand when it is out of date.
The language and GUI environment have their quirks but the flip-side is that there will probably be a good living to be made from supporting it as a legacy platform. if you can get someone else to pick up the tab for the tools, it may be a useful addition to your consulting toolbox. You have to consider how much business-specific code is gonna be out there for a unique product with that long a history!
An engineer for whom I have huge respect was recently hired by 4D which says a lot about their commitment to the future, hiring this kind of guy.
I've been working a lot with legacy systems recently, doing a port from old Mac stuff to WPF and the contrast between the mostly-unused complexity of Visual Studio and old Mac tools reminded me of 4D. I'm also porting my OOFILE C++ database and reporting frameworks to REALbasic - the OOFILE set-oriented operations came directly from what I loved about 4D and this too made me think I was too harsh in this answer originally.
The thing to remember about 4D is that it was set-oriented from the beginning (written by a mathematician) and much easier to use for many things than SQL. The deployment model of 4D Server is a superb combination of desktop app and network provision - compiled components are cached on the server and automatically sent to a client when needed. There's no need to shutdown or actively push or deploy updates. The GUI model of 4D was frustrating but looking at the site today, they have solved most of the issues that I had to use third party solutions for years ago.
Avoid it like the plague. My company uses it and it's just a constant exercise in frustration. It performs no where near as well as the sales pitch would have you believe, and documentation is either non-existent or not helpful.
In my opinion, there is no reason to begin learning 4D unless you want a simple database app and are unable or unwilling to learn how to create GUIs in a bigger language. The main advantage that 4D has is that the built in functionality between the UI and the database can handle most of what is needed. If you want something quick, small, and inhouse, you can get by with 4D but if you need to develop a powerful commercial application you will run into a few walls. If you need something that 4D doesn't provide automatically it will be very difficult to get it working.
I consider the language completely archaic. It works for what it does but our product has become limited by the language and database itself. We keep running into weird quirks and have to code our way around them.
I have experience in 4D 2003 and 2004 but we haven't upgraded to the latest version because of the costs. It is extremely expensive. Each customer needs to buy licenses for each computer that needs to run the software. Our product costs over $1000 for a new office because of the licenses. When a new version of 4D is released every single customer has to pay to upgrade their licenses.
After looking at https://www.4duk.com/products/ataglance.html, I'd recommend you stay clear - it looks like one of those products that's going nowhere.
It reminds me of the time I was made use a development platform called Witango - absolute nightmare to use, and all apps had to be rewritten in .NET very shortly afterwards.
Invest your time learning something more mainstream/employable.
Avoid at all cost. 4D used to be a good Mac database twenty years ago but is obsolete today. Extremely expensive to deploy and poorly supported. I have used it for many years and have since moved to Real Studio for cross-platform database development, which has a more modern language and a far more active developer community.
I'll be wary of investing too much into something like this. On the good side, if that's what your company uses learning it will pay dividends. But the skills you learn will be hard to use in other places.
I think more than half the replies over here are inaccurate. I know of more than 20 companies with over 1000 users. And I believe there are a lot more.
With 4D v12.1 (www.4d.com) you can easily deploy at the click of a button for single-user, client server, Mac, Win. And there are easy to setup plugins for integration with Flex, iPhone and Android OS. Their KB and documentation is very neat and comprehensive.
They have a great engineering team and the support from 4D and the online community is just fabulous. I have been using 4D for several years and I have no complaints.
4D as someone else pointed out gives you a fully integrated backend database and frontend. The client server connections are stateful so you dont need to worry about record handling and client server session handling.
At less than $1000 per year it is not expensive and you can deploy unlimited single user apps. Which other propreitory development platform gives you that?
I am sure Real Software has its Pros and Cons too. There are many choices nowadays and there are many ways to skin a cat.
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I've got a young nephew who aspires to grow up to be a game programmer and i'd like to introduce him to the world of open-source as well as get him a sweet gift.
Anything like that out there?
Well, this is a tricky question because we don't know the level your nephew is at, nevermind the fact that it's difficult to produce a very nice showy game without a lot more work than a beginner might put forth.
X Game Station
Nevertheless, André LaMothe's X Game Station is meant to be exactly the system you're asking for - a beginner's guide and system on how to develop complex programs with interactive elements and gameplay on resource limited hardware. Which is pretty much what a game designer is called on to do.
GP32
The GP32 was also meant to fill this gap, but with a much more powerful processor. The successor was never released, and the company went bankrupt shortly after, but you may still be able to find one on ebay or within the communities that developed around the original machine.
Google Android
You might also consider looking toward the Google Android platform. Cell phone gaming is now and will be one of the biggest platforms in the future. The android isn't set up perfectly for gaming, but it's a good first approximation, isn't horribly expensive and includes a robust development toolset for a high-end mobile processor. Several big name game development companies have already pledged support for this platform, so it will also look good on a resume.
But a cheap computer and a VGA graphics book is surprisingly fun as a kid...
-Adam
There are a number of Open Source platforms out their for game development, if you go to here there are a large number of game engines and development platforms. For a beginner with little programming experience I would suggest a game engine like Game Maker or RPG Maker, which are drag and drop game engines. Both of these are free open source game engines. The other problem with these two game engines is that they are limited to 2D games only, even though Game Maker allows you to make and FPS that is like Doom style graphics.
For a more intermediate or beginning programmer I would honestly suggest Torque, which has both a 2D and 3D game engine. This engine is licensed as open source, but you still have to pay for the compiled version from their site. I have had much success with Torque in the past, especially Torque Game Builder (2D Game Engine). It is very simple to pickup and begin making good looking/functional games. In fact, a number of XBOX live games have been built using Torque game engines, like Marble Blast.
Another open source game engine I have heard good things about, but have not had a chance to try, is Multiverse. Multiverse is actually aimed at MMOG creation. The nice thing about Multiverse is that it provides for the creation of a 3D game environment, but also allows for the integration of Flash content into the game world.
For a more advanced programmer I would suggest looking into the SDL, OpenGL, and OpenAL. These are not game engines but graphics and sound libraries for game programmers. These are completely open source and are free to use. Most game technologies will have some implementation of one or all of these libraries in their software.
Even though XNA is not open source, it is also a good place to start for more advanced programmers. Not only does it allow for the creation of XBOX games, but you can also develop for the PC and Zune also.
Another thing you may want to suggest to your nephew is to modify existing games he owns. Most PC games and many console games allow for game modification of some form or another (level design, rescripting, etc). Some of the more popular game engines that I have seen mods for are the Source Engine and Unreal Engine. There are a number of tutorials at MODDB and 3DBuzz (which also has great tutorials on other aspects of game programming and design).
In addition to what I have listed, I have also heard good things about Ogre3D and Havok (a physics engine used in many many games). He can also go to such sites as IGDA, Gamasutra, GameDev,Game Career Guie, 3D Buzz for additional information on game development.
Hope this information helps.
I saw a question earlier about programming on a Nintendo DS. That sounds like it might be what you're looking for.
Also, I recently read about the BUG which looks like a really cool platform for building any number of handheld devices.
You might be interested in the XGameStation. It's a hardware console designed to teach programming a game console. It was created by Andre LaMothe who has written several books on game programming.
http://devmaster.net/devdb/engines/sylphis-3d#general-overview looks pretty nice, c/c++ oriented, GPL license, and Free.
I'd third the Nintendo DS recommendation - grab a R4 "homebrew" cartridge and you're pretty much set.
Another idea is one of the independent handhelds - something like the GP32, though there's certainly newer devices on the market.
I believe this is somewhat like Basketball, start from close to the basket and work your way out and you'll be hitting 3's with practice.
In my opinion, game programming is 3pt, without learning to shoot the basketball properly, you will probably cheat and start slinging it or just chucking the ball at the backboard hoping it's going to go in.
If you have a youngster without the ability to shoot a mid-range basket properly, do you think he will be able to motivate himself to keep trying, rather then trying something closer to the goal and working himself outside when he is confident?
If your nephew is serious about learning programming, get him a python book or vb.net/c# book. Maybe he will become more interested in application development because of these languages (it was the case with me, I'm 14). :)
Edit: This is assuming he doesn't have much programming experience.
well, this is not completely open source (the editor isn't, the engine is), but I recommend RPG Maker VX (if he likes role playing games):
http://tkool.jp/products/rpgvx/eng/index.html
I have used this (and the earlier versions) for some time. It is nice because there is a great editor and event system which can teach basic programming concepts without writing any code. Once your nephew wants to write some real code, there is an entire API (RGSS2) written in ruby that they he is free to manipulate and extend. This API makes up most of the game engine, hiding only low level implementation stuff.
There are other programs out there like GameMaker, but RPG Maker is the most user friendly, while still providing a way to get at the more advanced stuff.
EDIT: I forgot to mention one of the best parts; there is a large and active community around RPG Maker. There are many forums completely dedicated to the program where people will be happy to help on even the most basic tasks, not to mention the great resources that are avilable.
Well programming on the NintendoDS is possible, however you'll be breaking and stretching quite a few laws there.
However, I should say that I learned most of what I did about hardware doing stuff just like that while I was back in school. I learned a LOT from doing that sort of stuff ;)
But I wouldn't recommend it to youngsters or newcomers because you'll be totally out of support (lots of frustration), might break your game console, and unless you already know about programming the learning curve is WAY to high.
Might I recommend starting out with flash or PC games before console programming?
Edit: When I mean breaking/stretching laws, I don't mean writing code for your hardware, that's up to you. But it is illegal to buy pirate memory cards and card writers (that infringe on patent laws). Also funding hardware piracy will unlikely be something to proud of.
Edit:#Mike F did you read my post? I said, I HAVE done this while I was a student, and I learned a lot. But it's still piracy, and yes I did my fair share of piracy when I was a poor student, but it's not something I'd want to teach someone just getting into programming. Would you?
Besides there are plenty of perfectly great ways to learn game programming without needing to hack stuff like RPGMaker, XNA, etc...
#Mike F: Once more just for the sake of it NDS flash-roms are produced through patent piracy(/infringement), not software piracy, as in it is illegal to produce such hardware because it goes against patent laws. And the companies that make such flash rom hardware are piracy companies that traffic their goods in the grey market, Its as simple as that. I'm not talking about "software piracy" at all here. Thats why I mentioned twice already that anyone is free to run whatever software on their hardware, be homebrew or whatever.
Ars Technica just came out w/ an article about open-source gaming consoles. They are hand-helds, so I don't know if that's an issue but they seem to be pretty nice, with lots of features to tinker with.