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2 registered members (TipmyPip, izorro),
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Key:
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Global Mod,
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AGEngine
#122676
04/10/07 15:10
04/10/07 15:10
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
OP
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OP
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Joined: Apr 2005
Posts: 3,815
Finland
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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.
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Re: AGEngine
[Re: bstudio]
#122678
04/10/07 15:50
04/10/07 15:50
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
OP
Rabbit Developer
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OP
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Joined: Apr 2005
Posts: 3,815
Finland
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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."
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Re: AGEngine
[Re: Inestical]
#122679
04/10/07 16:02
04/10/07 16:02
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
User
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User
Joined: Aug 2006
Posts: 652
Netherlands
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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.
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Re: AGEngine
[Re: bstudio]
#122680
04/10/07 16:12
04/10/07 16:12
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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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
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Re: AGEngine
[Re: bstudio]
#122682
04/10/07 16:35
04/10/07 16:35
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
OP
Rabbit Developer
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OP
Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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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."
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Re: AGEngine
[Re: xXxGuitar511]
#122683
04/10/07 16:35
04/10/07 16:35
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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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
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Re: AGEngine
[Re: PHeMoX]
#122684
04/10/07 16:39
04/10/07 16:39
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
OP
Rabbit Developer
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OP
Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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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."
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Re: AGEngine
[Re: Inestical]
#122685
04/10/07 17:15
04/10/07 17:15
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Lol, I see!  A well, you're up to the task, you'll fix it eventhough it's not broken, Cheers
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