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AGEngine #122676
04/10/07 15:10
04/10/07 15:10
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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Inestical  Offline OP
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Heh. Another "user-made noob engine". And the only usermade enginethreads are either made by me or Ambassador..
Apart from that.. . . ....


Note from Samuel: "cause we are the only ones with guts to make an engine!"

The engine's full name is Autumn Graphics Engine is developed by me and Sam (ambassador). Currently tho, I'm the only one working on it, since Samuel does his things at EOF3D.

AGE is developed in OpenGL, with help from GLUT, GLEW and FreeImage. It is ment to be easily to be used, while still being powerful enough to run this-gen games. Yeah, "You trying to compete with Engine X with the same features, even more!!?!?!111one" - stuff is incorrect. I don't personally want it to compete, but it will. I think.

As being simple I mean:
  • Developed in granny C++ and it's interface is designed to use C++ or our own scripting language that is not developed yet.
  • Simple .ini styled material scripts help you to manage materials runtime or using one-load methods to see the changes realtime.
  • No OpenGL language knowledge needed, all GL functions are all done inside AGE.
  • You can still have life, you don't need to waste your life learning new languages apart from AGE syntaxes.
  • Automatic / manual scene managing (not implemented yet )
  • Other beutiful, yet simple, features to pwn your brains are yet to come


The actual NOW done things:
  • Window manager
  • Camera
  • Mathematical functions (including vectors)
  • GLSL shader pipeline (.vert & .frag)
  • Primitive Array Mesh support
  • Mesh loading (yah, I did read the above)
  • Materials (one per entity)
  • Textures (31 per entity)
  • Entities
  • Entity Actions
  • Images (no advanced GUI stuff yet, but soon )
  • AABB, SBB, OBB (they're, like, the bounding box things, ya know)


Features I have guts to promise
  • GUI::Text
  • GUI::Images
  • GUI::Panels
  • GUI::PanelGroups / Windows
  • GUI::Actions
  • More different mesh data supports
  • Fullscreen shaders (bloom, tonemap) to be easily used (one-command)
  • Anti-aliasing
  • Keyframe or/and Bones animating (in couple months I think, may be delayed)
  • Advanced terrain support
  • Culling (Frustum at least)
  • Material scripts


Other features I can't promise, but I hope can be implemented.

Current shot, taken out of examples/entity.cpp:


P.S.
I ALMOST forgot!

Our team changed our name again and this time we selected more fitting name, when tested against AGE, meaning we got in conclusion "Season Graphics". What do you think?

Last edited by Inestical; 04/10/07 16:04.
Re: AGEngine [Re: Inestical] #122677
04/10/07 15:20
04/10/07 15:20
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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bstudio  Offline
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Posts: 652
Netherlands
Hope you do get the promised features in the engine. I for one will be following this thread becuase i liked the rabbit engine


BASIC programmers never die, they GOSUB and don't RETURN.
Re: AGEngine [Re: bstudio] #122678
04/10/07 15:50
04/10/07 15:50
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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Inestical  Offline OP
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Of course we will make them.. I don't break my promises at least

It's nice to have a fan around ^^


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122679
04/10/07 16:02
04/10/07 16:02
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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bstudio  Offline
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ah well, i sort of know what you are going through (wrote a small engine a while ago in XNA and C++ is even more coding work )

But i'm indeed a fan

Last edited by bstudio; 04/10/07 16:02.

BASIC programmers never die, they GOSUB and don't RETURN.
Re: AGEngine [Re: bstudio] #122680
04/10/07 16:12
04/10/07 16:12
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Posts: 2,503
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Sounds great! But I must ask, what exaxtly makes the above pic special? What is it more than just a sphere model with a basic skin?


xXxGuitar511
- Programmer
Re: AGEngine [Re: xXxGuitar511] #122681
04/10/07 16:25
04/10/07 16:25
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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bstudio  Offline
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Netherlands
guess they have to show us something


BASIC programmers never die, they GOSUB and don't RETURN.
Re: AGEngine [Re: bstudio] #122682
04/10/07 16:35
04/10/07 16:35
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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Inestical  Offline OP
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bstudio got the point:
That one has Ambassador's super working parallax mapping in use. And is the only shot that I've taken so far.

about that pic:
it would've looked better if these lines wouldn't been there:

glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);

quess what, that kinda gabe an "reversed Z" effect and made it look like the shader worked. But no.. nooooo....

And I'll post up better pics (and maybe add an gallery link to my signature) later.


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: xXxGuitar511] #122683
04/10/07 16:35
04/10/07 16:35
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Quote:

Sounds great! But I must ask, what exaxtly makes the above pic special? What is it more than just a sphere model with a basic skin?




Hehehe, it looks like a normal mapping skin, do you use the normal map as the very first texture?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: AGEngine [Re: PHeMoX] #122684
04/10/07 16:39
04/10/07 16:39
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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Inestical  Offline OP
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that's what I ment with "working".

It happens just to blend the texture, normalmap and heightmap :/
there is some effect tho... gotta rewrite both files.


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122685
04/10/07 17:15
04/10/07 17:15
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Lol, I see! A well, you're up to the task, you'll fix it eventhough it's not broken,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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