Hello guys... started my-own engine and world editor.
I know it´s not Irrlicht related but all lessons and inspirations are coming from this community.
Don't worry I'm still using Irrlicht but wanted to show you how pieces learned are coming together in this project.
Still under construction of course, but this is a small list of features so far:
-scene manager
-post-processing manager
-lua scripting
-bullet physics (with constrains control)
-multi-texturing
-terrain painting, almost working correctly
-engine and editor are two separated executables
-debugging mode
-own mesh import with physics constrains.
Had some FPS drop during recording
https://www.youtube.com/watch?v=_yViKiIL-dY
Thanks guys.
NBengine..amateur engine in the making
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NBengine..amateur engine in the making
Last edited by Escen on Thu Apr 28, 2016 7:50 pm, edited 1 time in total.
Re: NBengine..amateur engine in the making
So ... what stands NB for? Looking good so far!
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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- Competition winner
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Re: NBengine..amateur engine in the making
NooBengine...lack of skill or knowledge.So ... what stands NB for?
Re: NBengine..amateur engine in the making
Hehe, OK (was my first guess, just didn't dare mentioning in case it stands for something else).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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Re: NBengine..amateur engine in the making
@cutealien - You and me both.
Not bad for a "noob" engine. Nice feature set.
I do have to wonder why so many people pick lua for scripting. I don't see its advantages as compared to other languages.
As I doubt you did this in C, what bindings did you use for Lua?
Not bad for a "noob" engine. Nice feature set.
I do have to wonder why so many people pick lua for scripting. I don't see its advantages as compared to other languages.
As I doubt you did this in C, what bindings did you use for Lua?
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Re: NBengine..amateur engine in the making
@ chronologicaldot
I'm using toLua++ http://www.gamedev.net/page/resources/_ ... gine-r2596
I picked toLua++ as a binder mainly for two reasons.
-it was relative easy to setup.
-getting the result I wanted.(for now)
I'm exposing my entire engine through my scene-manager, this way I'm able to handling most detail from Lua.
Mainly for now I'm using lua to initialize objects and controlling wind forces en sun stuff, this gives me no problem...
I got it all working but wondering if I'm getting into speed problems when using toLua++ as AI controller and I'm not sure there is a better way of scripting.
Didn't do any further research yet but maybe you can advise me on this.
Great, I was hoping for this question, I'm getting in unfamiliar terrain here.do have to wonder why so many people pick lua for scripting. I don't see its advantages as compared to other languages.
As I doubt you did this in C, what bindings did you use for Lua?
I'm using toLua++ http://www.gamedev.net/page/resources/_ ... gine-r2596
I picked toLua++ as a binder mainly for two reasons.
-it was relative easy to setup.
-getting the result I wanted.(for now)
I'm exposing my entire engine through my scene-manager, this way I'm able to handling most detail from Lua.
Mainly for now I'm using lua to initialize objects and controlling wind forces en sun stuff, this gives me no problem...
I got it all working but wondering if I'm getting into speed problems when using toLua++ as AI controller and I'm not sure there is a better way of scripting.
Didn't do any further research yet but maybe you can advise me on this.
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- Competition winner
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Re: NBengine..amateur engine in the making
Good reasons. Never heard of toLua++, and here I'd already seen a large list of Lua->C++ bindings.Escen wrote: I picked toLua++ as a binder mainly for two reasons.
-it was relative easy to setup.
-getting the result I wanted.(for now)
Any time you use an interpreted language, things slow down. That said, it's best to try to minimize the number of times your program has to reference the Lua document(s). Use Lua as a base to set things up (perhaps generic settings), but after setup, there should be minimal if any intervention of the scripted language. That said, you can setup your scene, but then the Lua would initiate stand-alone functionality.Escen wrote: I'm exposing my entire engine through my scene-manager, this way I'm able to handling most detail from Lua.
Mainly for now I'm using lua to initialize objects and controlling wind forces en sun stuff, this gives me no problem...
I got it all working but wondering if I'm getting into speed problems when using toLua++ as AI controller and I'm not sure there is a better way of scripting.
Didn't do any further research yet but maybe you can advise me on this.
If you're looking for real speed out of an interpreted language, it helps using one that pre-compiles into a byte-code, like D (though again, the speed will depend on the implementation of the bindings you choose). A byte-code is really just a faster way for the program to process commands. Syntax is just rules for programmers.
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Re: NBengine..amateur engine in the making
Hello guys, here an update of my engine... still an Irrlicht fan
https://www.youtube.com/watch?v=t3TfORthUOQ
https://www.youtube.com/watch?v=t3TfORthUOQ