Crimson Glory is a side-view airplane dogfighting game inspired by Porco Rosso. The game engine is based on Irrlicht. I will not continue this game so I decided to release it open source.
There are many interesting things here for Irrlicht users. I used a bunch of code snippets from the forums.
I wrote a working Cal3D wrapper. I don't know if there is a better one out there now.
Also I wrote my Newton wrapper for it.
It has some interesting algorithms for mesh cutting and breaking, all with working physics.
More features:
- running, flying, using planes, guns
- complete realistic flight model
- physics with destructible planes
- particle engine
- 3d sound with doppler effects
- music
- networking works only for chatting but you`d have to play around with scripts to start server first and then join
- scripting allows a lot of modifications/additions
- night/day cycle (may not work sometimes)
- semi-intelligent bots
- in-game editor
- maps can be made/edited in DeleD
- working console with scripting and variables
Here is the official news I posted:
Crimson Glory is officially open source. You can download it and do whatever you want with it, unless you want to use it commercially (more info in license.txt).
I want you to get the source code, educate yourself and maybe help me out with it. Add stuff, modify, optimize, suggestions are welcome. I’m using this in my new game, the structure of the engine and all of its core components like scripting and entities will be the same.
Crimson Glory website
(only game (16mb; exe) or game with source (32mb; no exe!) available for download)
The basics you need to know are:
The whole source is written in C++ ready to compile and go from Visual Studio 7 (it should run on any other compiler)
There are 2 projects Crimson (the executable) and GameDLL (the DLL that is executed by the exe); basically the interesting stuff, meaning the whole game is in GameDLL
The engine uses several subsystems:
- graphics: Irrlicht (also used for geometry, including math and vectors)
- sound: FreeSL (wrapper for OpenAL)
- player animations: Cal3D
- scripting: GameMonkey
- network: RakNet
- maps format: DeleD
The game runs on Windows, however it is possible to compile it on any system. The problems I see are in the different components like FreeSL or Cal3D. In theory they should compile but I never tried it.
If you have any questions, need help in finding what is where and what in the engine just e-mail me and I’ll answer as best as I can.
Last edited by MolokoTheMole on Mon Aug 25, 2008 9:35 am, edited 1 time in total.
Hehehe, I wasnt aware that the creator of Soldat was creating an Irrlicht based project. Good thing to see some pros like you using Irrlicht. Still, too bad you didnt decided to stop working on it. it was looking kickass.
I'm making a completely new game based on the same engine. So yes, it will too use Irrlicht. It's going to be 2D only so I will probably strip it from the 3D stuff to make it faster.
Ooooh im loving the water, might find that useful...
So wow the creator of soldat is using Irrlicht? Ive never played it but it seems really popular and everyone says it is good. So Im pretty happy to see someone skilled like this working alongside us.
You can do whatever you want with the code, except for commercial applications, in that case you need to contact me.
The water effects can be turned on in console /e_waterreflection 1 as far as I remember.
Wow thats pretty interesting, Ill be looking at the source to learn how you did things scripting since in my previous projects i didnt get a scripting interface working well. My internet connection isnt working well with the download so ill try again.
btw thats very genrous of you to realse something like this, since most of whats on the internet about scripting covers very little about the implenentation and mostly about how the scripting sytax.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
you sir,are my hero. I have been looking for a cal3d wrapper for so long(didn't feel like changing the other one to work with recent irrlicht things). Plus,the physics part sounds interesting. I really can't wait to check this out.