Viper Game Engine

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Atlantis
Posts: 8
Joined: Thu Aug 12, 2004 6:31 am
Location: Florida

Viper Game Engine

Post by Atlantis »

I've just started working on a game engine for irrlicht.
So far its coming along nicely..

This engine will give you input, sound, physics, and various other things right out of the box. Only thing is its .NET cause I was to lazy to write it unmanaged.

But Its extremly fast.

The physics I hope to do with newton.
Sound I'm still picking.. I like FMOD but you guys seem to like OpenAL. I have the FMOD Implementation done but I don't know if I should do it in OpenAL instead.

But here is a preview of what a simple Irrlicht window would look like using my engine.

Code: Select all

public __gc class CRenderer : public Viper::ITask
{
public:
	void Execute( void ) {
		//Render the scenemanager and the gui environment
		Viper::Engine::GetEngine()->VideoDriver()->beginScene( true, true, SColor(255,180,180,180) );
			Viper::Engine::GetEngine()->SceneManager()->drawAll();
			Viper::Engine::GetEngine()->GUIEnvironment()->drawAll();
		Viper::Engine::GetEngine()->VideoDriver()->endScene();
	}
};

int _tmain()
{
	//Our renderer task
	CRenderer* renderer = new CRenderer();
	Viper::Engine* engine = Viper::Engine::GetEngine();

	//Setup Irrlicht.
	engine->InitIrrlicht( 640,480,16,false,false,EDT_DIRECTX8, 0 );

	//Add our renderer task
	engine->AddTask( renderer );

	//Run game
	engine->Run();

	//Shut down Irrlicht.
	engine->ShutdownIrrlicht();

	return 0;
}
You won't have to worry about linking irrlicht.. Since I have statically linked it to the engine..

Maybe I'll make an unmanaged version of the engine to..
I Don't know yet.. But so far its coming along nicely..

You can derive any tasks you want from the ITask base class
And then add them to the task pool.
Tasks can be paused and resumed and destroyed when ever you want.
So far thats what I have done the task pool and sound.
-Atlantis

Well Then we'll just have to get to know each other.. Me umm I like uh, farris wheels and college football, anything that goes faster than 200 miles per hour. Mjr. John Sheppard ( Stargate: Atlantis )
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

I probably won't be using it anyway, since .NET and MinGW don't mix, but my opinion on the sound would be to do whatever you like. I personally like FMOD too. OpenAL seems like it's trying to be the OpenGL of sound, but I found FMOD's docs to be much clearer (quite unlike OpenGL vs DX where OpenGL is definitely the one that's easier to understand IMHO)
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
Guest

Post by Guest »

I've successfully integrated ODE into the engine... Now physics are so simple to implement :)

Simple Attach a phsyics element to a node.

Code: Select all

Viper::Phsyics* p = new Viper::Physics();

//You can set mass, friction, ect... then attach to a node...
//You can also tell something if its unyeilding or not.
p->Attach( someSceneNode );

//Also if you need to be able to apply forces.. I have made a new scene node that has physics built in..
Viper::PhsyicsNode* node;

//You can access its physics object from within the node.
//So you can add forces and stuff
node->AddForce( vector3df( 0.0f, 100.0f, 0.0f ) );  //Will make something jump up into the air

//Then you have a phsyics class you derive a task from that contains collision info between objects
Anywho.. Works rather nice so far..
DarkWhoppy
Posts: 386
Joined: Thu Sep 25, 2003 12:43 pm
Contact:

Post by DarkWhoppy »

Physics is spelled wrong... you might want to fix that :-)

Other than that, looks good :D
Guest

Post by Guest »

Oops thanks for pointing that out...
Didn't read over before I hit submit.

Also I'm gonna be including a more finished version of Irrlicht .NET in my engine for those who use .NET
coder2000
Posts: 40
Joined: Sat Oct 02, 2004 12:14 am
Contact:

Post by coder2000 »

OpenAL is 100% free while in certain situatuons you have to pay for FMOD.
Atlantis(NL)

Post by Atlantis(NL) »

Here is the physics part of the engine.. Uses ODE.

Image
Image
hansmbakker
Posts: 41
Joined: Mon Feb 16, 2004 7:37 pm

Post by hansmbakker »

it seems to be great! do you have the complete source code available for download or something? i would like to have a look at it and see if i can do something with it.
Guest

Post by Guest »

Yes i'll include complete source when Its ready for release.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

It looks very cool


hey, viper game engine is an already existing comercial engine...perhaps is better to choose other name... :)
Finally making games again!
http://www.konekogames.com
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
Contact:

Post by Tyn »

Black Mumba Engine prehaps :|
The Hellcat
Posts: 33
Joined: Sat Oct 16, 2004 11:52 pm
Location: Earth

Post by The Hellcat »

how bout Ennui Game Engine? :wink:

Ennui meaning: Listlessness and dissatisfaction resulting from lack of interest; boredom

lol
HTML/CSS/Javascript/ASP/PHP/SQL/XML/QBasic
Next Up: C++
Guest

Post by Guest »

I have changed the name :/ Just never updated the thread here

GameTek

HOw that sound?
Guest

Post by Guest »

its been used too....
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