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Re: A wild engine appears! [Re: MasterQ32] #437109
02/09/14 13:14
02/09/14 13:14
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Das sieht vom Script her schon fast wie Unity aus... laugh

Re: A wild engine appears! [Re: FBL] #437110
02/09/14 13:39
02/09/14 13:39
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
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MasterQ32  Offline OP
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Originally Posted By: Firoball
Das sieht vom Script her schon fast wie Unity aus... laugh

Yep, oriented myself on the Unity API. I like the component based design, but if you want, you can also subclass SceneNode to create a self-contained entity.


Visit my site: www.masterq32.de
Re: A wild engine appears! [Re: MasterQ32] #438545
03/17/14 09:42
03/17/14 09:42
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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Joined: Nov 2008
Posts: 946
Any new developments on this? laugh

Re: A wild engine appears! [Re: the_clown] #438547
03/17/14 11:13
03/17/14 11:13
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
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MasterQ32  Offline OP
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Yep, still working on this. Had a lot to do the last month, so no time for the engine.

Yesterday i discarded all UI code and i'm now looking into other techniques.
Thinking about implementing WebKit or Gecko as a UI engine but this could be overkill or a huge pile of work.
So my current plans are: Finding an easy solution for a web browser UI or writing a system similar to XAML/WPF and HTML to create your UI by XML and not by code.

Also there were a lot of changes in my development branch:
Huge improvements on the shader system (single shader file)
Shaders now have automatic uniform assignments (from properties)
Normal Mapping is now supported
Removed jitter, added Bullet
Engine now uses multithreading, can defer routines and has a coroutine system
Deferred Asset loading (in other thread)
Game has GameStates that allow to create different states for a game (Menu, Ingame, ...)

Known bugs:
Sound completly broken right now smirk


Visit my site: www.masterq32.de
Re: A wild engine appears! [Re: MasterQ32] #438559
03/17/14 15:32
03/17/14 15:32
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Do you use OpenTK for the OpenGL/AL stuff?

Re: A wild engine appears! [Re: Hummel] #438560
03/17/14 15:33
03/17/14 15:33
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
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MasterQ32  Offline OP
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Yes, why do you ask?


Visit my site: www.masterq32.de
Re: A wild engine appears! [Re: MasterQ32] #438563
03/17/14 15:51
03/17/14 15:51
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
I will most likely switch from SharpDX to OpenTK for my engine framework soon. Since I started to follow all those fancy developers on Twitter I kinda feel lonely/dumb using DX.

Re: A wild engine appears! [Re: Hummel] #438564
03/17/14 15:52
03/17/14 15:52
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
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MasterQ32  Offline OP
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Yeah, i really like OpenGL4. The shader programming is imho much better and easier to understand and you don't need those weird semantics for variables.
Also vertex layouting is more flexible.


Visit my site: www.masterq32.de
Re: A wild engine appears! [Re: MasterQ32] #438753
03/21/14 00:32
03/21/14 00:32
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
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MasterQ32  Offline OP
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Little update: Started working on my game:
UI is coded with HTML5/Javascript and Awesomium. Models in the scene are created via Drag'n'Drop


Visit my site: www.masterq32.de
Re: A wild engine appears! [Re: MasterQ32] #439148
03/27/14 17:32
03/27/14 17:32
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
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MasterQ32  Offline OP
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Next Update:
Integrated bloom and improved overall shader programming:



Visit my site: www.masterq32.de
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