I'm posting here since we're in full re-design for the engine and the editor tool.
The team now have a programmer(fullmetalcoder) working directly on the Engine and I'm working again on the editors.
FullMetalCoder is designing the engine and is now starting back at a new prototype that will include the bullet physic engine a lots of other things. We should have a document shortly on the engine design.
On the editor side, I've renamed this a "toolset" since there will be multiples editors inside the tool. I've just started writing a document giving the features of the new toolset (editors) that will be needed for creating the levels for "THE FIRST KING" game project.
This document is very preliminary, and will updated quickly, but should give everybody an idea of the components that will be integrated in the toolset.
Here is the link to the current PDF document:http://www.clavet.org/files/Storage/Fir ... t_docs.pdf
I'll open a new post in the project announcement when we will have some things to show. For the current engine. The SVN as been updated and should compile on Linux systems (FULLMETALCODER is developping the engine on Linux)
For the editor, I'll update the SVN when the new editor has regained it scene editing abilities. I'm developping the toolset with Microsoft Visual C++ express 2008 this time.
First King editor rewrite
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
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Today, I've updated the site will all the current active team members. Luc is doing a wonderful job on the engine!
He gave me the current source docs for the classes and engine structures.
It's on the sourceforge site:
http://first-king.sourceforge.net/SDK/index.html
JP don't worry, since the IRRai implementation is not yet started, it's not in the documentation (will be when the implementation will be there)
We'll also will try to use IRRcg for the shader support (normal/specular maps). I'll check if it's possible to use it as a post effect (for motion blur/DOF)
He gave me the current source docs for the classes and engine structures.
It's on the sourceforge site:
http://first-king.sourceforge.net/SDK/index.html
JP don't worry, since the IRRai implementation is not yet started, it's not in the documentation (will be when the implementation will be there)
We'll also will try to use IRRcg for the shader support (normal/specular maps). I'll check if it's possible to use it as a post effect (for motion blur/DOF)
Hi Christianclavet,christianclavet wrote:We'll also will try to use IRRcg for the shader support (normal/specular maps). I'll check if it's possible to use it as a post effect (for motion blur/DOF)
Thanks to interesting of my project:) Of course via IrrCg interface You can create Depth of Field and Motion Blur shaders and other.
BTW. We develop similar game engines. I also use Irrlicht, Bullet, cAudio for OpenAL and IrrCg, but for scripts I use Squirrel;)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
OFFTOPIC:
ha fun...my engine specs are irrlicht, newton, raknet, squirrel, cAudio but some homebrew glsl wrapper only(cause dx doesn't really run on linux)
sry just wanted to say that anyway great engine concept u got there
ha fun...my engine specs are irrlicht, newton, raknet, squirrel, cAudio but some homebrew glsl wrapper only(cause dx doesn't really run on linux)
sry just wanted to say that anyway great engine concept u got there
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
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Wow! That's nice.
We should sometime put somewhere on the forum a list of the game engines at work using the IRRlicht engine as the rendering engine. (At least the one that will be open source)
Is there already some available now? (I mean in an advanced working state?)
Nadro and Sudi, are you working on a level editor to work with your game engine or you'll develop plugins to work with IRRedit?
Sudi, is racknet could be easy to use for LAN play? (It's not planned at all, but we could add a network module later for some multiplayer gameplay in a LAN. (like PC connected directly to another PC without a server)
We should sometime put somewhere on the forum a list of the game engines at work using the IRRlicht engine as the rendering engine. (At least the one that will be open source)
Is there already some available now? (I mean in an advanced working state?)
Nadro and Sudi, are you working on a level editor to work with your game engine or you'll develop plugins to work with IRRedit?
Sudi, is racknet could be easy to use for LAN play? (It's not planned at all, but we could add a network module later for some multiplayer gameplay in a LAN. (like PC connected directly to another PC without a server)
No, currently I don't develop level editor.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes