Game engine based on Irrlicht

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buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
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Game engine based on Irrlicht

Post by buhatkj »

This may be semi-redundant, but I just want to generate some more interest in my project. Plus, really the project has changed in a big way since I first announced it as "FMORG" last year.
I decided after working for some time with irrlicht, that to really make a good game and a good platform for further games with irrlicht there needed to be a more fully featured GAME engine built on top of it. SO, I'm trying to make one!
It's called FNORD/FMORG, check it out!! http://fmorg.sf.net

Right now my engine features:
-OO entity system
-OO event system (more advanced than irrlichts' simple key and mouse events, this is an object-based message-passing type system)
-sound, via audiere
-a more robust XML reader (tinyXML)
-the beginnings of networking using Raknet

planned for the future are:
-scripting, using either a custom XML based language or perhaps LUA
-Physics, most likely using the newton animator made by Schick
-XML scene and object formats for world persistance (saved games and persistant characters)

I have a generalized engine design document to help guide my efforts, and have tried to lay down a good underlying structure for what is to come. While what I have now isnt very visually impressive, I feel it's important to get the foundation right before I go adding all the flashy stuff.

also, I am always looking for any help I can get, so anybody who is interested let me know via PM, Forum post on my site, reply to this thread, passenger pidgeon, whatever you want.
Thanks!!!
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

Scripting support in and 3d sound

Post by buhatkj »

Just a quick update...
I have added LUA support, and a simple interfact to add scripting, or bind parts of Fnord to LUA. Its real easy to do and all sorts of spiffy :-)
Also, there is full support of 3d sound, since a bit ago I added an OpenAL sound driver :-)
On the chopping block now is still physics, associated engine tools, and lots of "finish what i started" type stuff in implementing missing features from other areas. Stick with me, theres exciting stuff to come!!
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

New entity structure, and dynamic lights

Post by buhatkj »

I have restructured my idea of entitys, to make them less complex and more useful. Also this means that most if not all MOB's in the engine are entities...which jsut seems to make more sense to me. This include dynamic lights, so I have implemented those :-)
Also, I have built the first of the "associated tools", that being a quick app to compare the relative sizes of objects rendered by irrlicht, so that I can easily figure out what scaling factor to use to make sure all objects have the correct relative sizes in-game. This is still a little bit incomplete, I want it to save the resulting value right to the XML for that object, and for now you have to just write down the vector you determine and edit it manually.

Also, included int eh CVS now is a visio diagram which attempts to depict the new plan for my object's structure. Now exactly correct UML, but still reasonably clear. To that end, Anybody know a good cheap/free REAL UML tool?
Stay tuned :-)
http://fmorg.sf.net
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
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