http://blooddrunk-game-engine.googlecod ... .Input.zip
As some of you may know, I rewrote Blooddrunk Engine 3 times so far. Once with irrlicht, horde3d and irrlicht again. Each time for the purpose of creating a game. However this time I am looking forward to create a game editor which will speed up game creation rather a lot with an Engine. The whole toolset will be oriented at realistic 3d games, racing, shooting and sandbox (gta) genres. The creation will enable the game programmers to have low level access to bullet, cAudio, irrlicht and irrnet for convenience if they need to hard code something (why I gave up on horde). A python interpreter (Boost libs) will be used for AI and level designers, the C++ functions will be exported into python functions, and the python script interpreted by the engine will carry out the instructions. These features will enable the toolset to be used for RPG or RTS games, if the game creator will put enough work into modifications. The simple networking system will allow for a simple lobby system without having a central match-making server up 24/7, the innovative approach will only require for you to set up some free website with php and mySQL and the server app will send a request to register, while the client will download a list of servers for it's lobby by just querying the database.
I realize that the most difficult part is getting started in the right direction without getting distracted or concentrate on particular features (very hard for me). Thats why I want to code the editor first and not the game.
The purpose of the whole thing is to bring all my little projects together into one usable thing (SSAO, SSGI, Spherical Harmonics, Water.... ETC).
The only help I am asking for is, if I could use other people's little frameworks.... atmoSphere (need agreement from pazystamo), some point and spot light shadows from XEffects(BlindSide), irrWeatherManager (by cobra), irrBP or irrBullet, irrNet etc.
It would speed up my dev process.
I will keep you informed... with screenshots
![Smile :)](./images/smilies/icon_smile.gif)
EDIT: t I want to change the way games are played and made...
Where you can have a dedicated server on your shitty laptop with a mobile gfx card but a powerful processor, or have a junkyard of old computers in your bedroom, you can benefit from pseudo clusters. When playing online your system doesnt handle AI and physics. So why cant we run a single player game on a dedicated server allowing more power for our main "Rendering" computer? Here the engine will be designed as separate modules for AI and physics, the dedicated server design will allow for cleaner, lag-less multithreading which is not just an after thought. For example, I have a laptop with a 2.6 ghz CPU but 512 mb of RAM, my main rendering machine only has a 2.1ghz single core. When I upgrade to a phenom x6 I wont benefit from running physics on that computer because I will have 5 cores free... However I will benefit from running AI somewhere else. This development will make stunning looking games more accessible to people who do not have THAT much money. You will just need 1 good gfx card, the rest you can buy or get for free. There is tremendous potential, cloth and fluids can be done on another computer separately. Even far away physics can be handled by another computer. This will really be interesting to develop.
EDIT: Will adopt newb (c++ knowlesge and being able to solve library linking issues by oneself are required), python knowledge not necessary read post on page2
EDIT: Changed the thread title from "Will adopt noob..." now I'm looking for some people who are going to make a game and they want a deferred renderer for it and are willing to put up with some incomplete engine structure (participating in which features get priority).