WIP K_Game 3D Game Engine first official website.

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katoun
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WIP K_Game 3D Game Engine first official website.

Post by katoun »

Hello.
I have an work in progress game engine, opensource and I have released it's first simple webpage.
It can be found at:http://k-game.sourceforge.net/.
All the work is done by one man: Me :lol: , it is very hard but I keep some strict principels:
- All the code must bee very clean, well aranged.
- All the names of the variables classes, functions must bee as intuitive as posible.
- It is scene based, manager based and plugin based
- It is separated in 3 logical units:
- Components
- Managers, that work with the specific components
- Systems wich through plugins give managers explicite
functions to work with (RenderSystem,
SoundSystem..)

Regards to all.
Kat'Oun
katoun
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Post by katoun »

Ah, and don't hezitate to give suggestions for the source code or the website. :D.
Even sample codes, or bugfixes would be very apreciated, as this engine mainly shall be my thesis for my Faculty of Mathematics and Computer Science.
After that it will thake the natural course of becoming a complite 3d game engine :D
Kat'Oun
christianclavet
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Post by christianclavet »

Will you implement some kind of AI in your engine? I don't see it in the namespaces.
Obeleh
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Post by Obeleh »

I would have DLed it from the packages. I dont use SVN .... yet
katoun
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Post by katoun »

Well:
- AI, Yes. But later, now I have to concentrate on making the rendering part as that is what I proposed myself to pesent it to the grade exam at my Faculty of Mathematics and Computer Science.
- About SVN, it is the best for source versioning as I know, I can work on my sources at home and upload the new work and I can work at " work" in my freee time and upload form there too. Try turotiseSVN, is the best.
Kat'Oun
MasterGod
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Post by MasterGod »

Very Very nice! Any screen-shots?

PS: I've look at the doc but I can't see anything related to Irrlicht..?

EDIT: I'm creating my own game engine now and I'm a novice in this territory, hope you don't mind me learning most of the basics from your code :idea:
katoun
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Post by katoun »

MasterGod:
Well, no screenshot as the project is i a very early faze.
The relation to Irrlcht: look at core namespace
About learning from it: Not at all, that's why it is open source on sourceforge.
If you do anything nice that you know best let me know, please, I am open to others sugestions and bite-codes, ofcourse everithing has to go through my concept of the engine I made in my mind.

2 years ago I found Irrlicht and I learend to use it realy fast because it is easy to use. Later I wanted somthing powerfull and I found Ogre.
I learned to use it too but it is harder to use.
Now I want the too ideas, to combine in my own aproach: easy to use and powerful/flexible too.

Regards, all.
Support all original ideas, like mine, aspecialy as it is free :D
Kat'Oun
3ddev
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Post by 3ddev »

Nice website. ;) I am looking forward to seeing the finished game!
katoun
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Post by katoun »

Thank you.:)
I am looking forward to seeing the finished game!
Me too.:D I planed it 3 years ago while I was in high-school learning OpenGl.:D
Kat'Oun
katoun
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Post by katoun »

I allways had big complicated dreams. :lol:
Kat'Oun
MasterGod
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Post by MasterGod »

How is it going? Any updates?
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
katoun
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Post by katoun »

Yes, small steps, but small steps towards my goal. :D
Kat'Oun
MasterGod
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Post by MasterGod »

Some questions about the Config.h file:
1. Why do you define GAME_PUBLIC_EXPORT && GAME_TEMPLATE_EXPORT if it's the same thing? (Or isn't it? - then what is the difference?)
2. What is __attribute__ ((visibility("default")))?


And I've seen that in some places:

Code: Select all

00352 #ifdef _DEBUG
00353 template <class T>
00354 inline std::ostream & operator<<(std::ostream &os, const list<T> &ls)
00355 {
00356         os << "[" << ls.size() << "](";
00357         for (typename list<T>::Iterator i = ls.begin(); i != ls.end(); ++i)
00358         {
00359                 os << (*i) << ((i == ls.getLast()) ? ")" : ",");
00360         }
00361         return os;
00362 }
00363 #endif
Can you explain that code please? (That one is from List.h)
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
katoun
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Post by katoun »

Hello MasterGod.
Well GAME_PUBLIC_EXPORT && GAME_TEMPLATE_EXPORT are different.
GAME_PUBLIC_EXPORT is for exporting normal public simbols form the dll,
while GAME_TEMPLATE_EXPORT is for templated classes or function with have different visibility in .dlls.

That code is actually for DEBUG compile only and is writes on the console the proprieties of a list: its size and all of its elements.

Regards.
Kat'Oun
MasterGod
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Post by MasterGod »

Ok thanks.
And I have another question, how did you do (like I see in the screenshots) that if you make another camera you can have a rect on screen where you see what that new camera is pointing at? - or just reference me to the place in the doc where you do it. (I'd like both :wink: )

PS:
I love your engine, I'm checking it almost daily studying it and learning how to program my own engine. please check here more often cause I know I will have questions and I don't want to wait days for an answer.

Or maybe you want us to contact in another way?...

EDIT:

Code: Select all

ifdef GAME_DLL
00104 #                       define GAME_PUBLIC_EXPORT                       __declspec(dllexport)
00105 #                       define GAME_TEMPLATE_EXPORT                     __declspec(dllexport)
00106 #               else
00107 #                       define GAME_PUBLIC_EXPORT                       __declspec(dllimport)
00108 #                       define GAME_TEMPLATE_EXPORT
They are the same so what did you mean they have different visibility?
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
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