I'm looking for a GDE (Game Develoment Enviroment) like Reality Factory working on top of Irrlicht. Reality Factory is easy and powerfull, you can create and test the gameplay in a few hours, but uses the old genesis3d engine for rendering.
http://www.realityfactory.ca/v3/?page=rf/features.php
Irrlicht have ICE, Ping, FMORG, and others, but they don't seems to be powerfull like RF.
This GDE must have:
terrain editor
- save in xml file or other format.
map editor
- load bsp, 3ds, terrain data in XML or other format.
- set entity position, properties and scripts to use.
- save all in an XML file or files.
actor viewer
- load md2, md3, .x
menu editor
Dialog Editor
- for in game conversation
.avi, wav, midi, .mp3, ogg,... player
Network support
game.exe <- this will be the base game program. Open source and optimizable via #define, ifdef statements.
The best project for us
lol thing before you post tyn ^^
why does he search such a thing? because he is not able to write something like that on his own he wants something that helps him while coding or he is just too lazy ^^
well i think it will take some time till such things will exist for irrlicht so either use one of the ones already mentioned by you that don't have all the features or wair
why does he search such a thing? because he is not able to write something like that on his own he wants something that helps him while coding or he is just too lazy ^^
well i think it will take some time till such things will exist for irrlicht so either use one of the ones already mentioned by you that don't have all the features or wair
FMORG has sort of transitioned in that direction...
I have been quietly working on such a beast for a few weeks now, bascially to build a full game engine using irrlicht and several other OSS components.
-irrlicht(gfx)
-audiere(sound)
-Raknet(networking)
-tinyXML(XML)
-pthreads(threading/resource management)
-newton(physics)
and perhaps
Opensteer or FEAR -based rudimentary AI.
really i have only started to link all the components together, but my intention is to at some point build a working entity and event based game egine with an XML-based scene format. I have already come up with many of the basic classes that could be adapted to this world format in working on FMORG. FMORG already has a simple XML world format, and a simple XML format for entities and objects in the world, which is what I will base this on. Using raknet, i should be able to make these game objects persist over a network. As i understand it, that is basically the lowest level of what makes a networked game work.
Don't get you hopes up too soon though, no matter how it's done, this is a pretty ambitious project, and will likely take quite some time before its really usable.
-Ted
-irrlicht(gfx)
-audiere(sound)
-Raknet(networking)
-tinyXML(XML)
-pthreads(threading/resource management)
-newton(physics)
and perhaps
Opensteer or FEAR -based rudimentary AI.
really i have only started to link all the components together, but my intention is to at some point build a working entity and event based game egine with an XML-based scene format. I have already come up with many of the basic classes that could be adapted to this world format in working on FMORG. FMORG already has a simple XML world format, and a simple XML format for entities and objects in the world, which is what I will base this on. Using raknet, i should be able to make these game objects persist over a network. As i understand it, that is basically the lowest level of what makes a networked game work.
Don't get you hopes up too soon though, no matter how it's done, this is a pretty ambitious project, and will likely take quite some time before its really usable.
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
I wrote that thinking in development speed not coding speed.r2d2 wrote: why does he search such a thing? because he is not able to write something like that on his own he wants something that helps him while coding or he is just too lazy ^^
Have you considered the time you spend writing your own main code vs. production + game logic time ?
I take a look to Extenic project, and it seems to be fine for me, but its progress is very slow.
buhatkj, your project look good too, but not to be ready soon.
I think it is happening cause we are working alone, not together. everybody is spending time coding things others has coded before (i know it is fun for the most ). but i'm sure that if we combine efforts, we can finish an all use game engine in less time than working alone.
I think i will call it george.....
heh j/k. actually i think i will call it the fnord engine(after discordianism )
I have some small progress to report, i have gotten raknet integrated in at a very basic level, and am able to keep a synchronized clock between the client and server. once a way of defining the "game state" is designed, that may be synchronized in a similar manner. Raknet is VERY powerful in this way....
At some point also I should get my server back online so that i can have a website for this...
also i forgot to mention before i will probably be using either CaLua or tolua++ for LUA scripting...
-Ted
I have some small progress to report, i have gotten raknet integrated in at a very basic level, and am able to keep a synchronized clock between the client and server. once a way of defining the "game state" is designed, that may be synchronized in a similar manner. Raknet is VERY powerful in this way....
At some point also I should get my server back online so that i can have a website for this...
also i forgot to mention before i will probably be using either CaLua or tolua++ for LUA scripting...
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net