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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)POLYCODE (2D and 3D engine)
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Author Topic: POLYCODE (2D and 3D engine)  (Read 27585 times)
Ivan
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alright, let's see what we can see


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« Reply #100 on: November 15, 2012, 09:52:01 PM »

Yeah for the C++ side, it's just a library, so you can do whatever you want. It doesn't even include the Lua bindings in it, much less a player. And the IDE has a Unity-style export thing that just makes a self-contained application.
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tametick
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Could take weeks, sir!


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« Reply #101 on: November 15, 2012, 11:51:10 PM »

Ivan: can you confirm this works on ios? There is more than just rendering to think of, e.g. touch/multi-touch support.

Is this "yeah if you edit the source yourself you can kinda get it limping along on the latest iphone" or "this is supported and tested in ios and here are 10 example programs running at 60fps showing multi-touch and tilting support on iphone 3gs"?

Adding support for mobile platforms is NOT like supporting mac or linux, it likely requires significant amounts of work! Is this a major priority for you or an afterthought (both are legitimate but I'd need to know that before making an informed decision)?
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Ivan
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alright, let's see what we can see


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« Reply #102 on: November 16, 2012, 12:19:53 AM »

There is currently no mobile support at all. iOS support is planned in the near future, but not until everything else is stable. That said, it's designed to be easily portable, so it should be pretty trivial to do (mostly writing an ES2 version of the GL renderer and making barebones CocoaTouch core, everything else should compile and run out of the box).
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tametick
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Could take weeks, sir!


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« Reply #103 on: November 16, 2012, 12:23:11 AM »

Ok thanks!

I hope you'll also think of adding android support eventually (the input extensions can probably be handled by one of the existing open source cross-platform mobile libs).
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motorherp
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« Reply #104 on: November 16, 2012, 02:20:55 AM »

Hi Ivan, this is looking really cool.  Regarding the IDE, will it be possible for users to extend the editor with their own customisations?
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rivon
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« Reply #105 on: November 16, 2012, 09:40:07 AM »

As it is open-source you can do whatever you want with it...
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Ivan
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alright, let's see what we can see


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« Reply #106 on: November 16, 2012, 12:03:33 PM »

Hi Ivan, this is looking really cool.  Regarding the IDE, will it be possible for users to extend the editor with their own customisations?

It's designed in an extendible way, so you make a class that handles a particular extension(s) and gets access to an entity anchored inside the IDE, and register a factory for it, and it will be created automatically when the file for that extension is selected in the project manager. You just handle file loading/saving and whatever goes on the screen.

Right now it's all C++, but the plan is to have Lua based editors at some point, so you can quickly add editors without recompiling the IDE or dealing with plugins.
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ChevyRay
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« Reply #107 on: November 16, 2012, 01:27:48 PM »

That's great! One of the best features about Unity (in my opinion) is the super clean/easy interface for extending the editor windows and property inspectors to make them work however you like. It's great for adding sweet workflow solutions for yourself or your own games in particular and personalizing the editor for projects.

This is looking good man, looking forward to playing with the editor and building some more Polycode prototypes.
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motorherp
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« Reply #108 on: November 16, 2012, 04:24:20 PM »

That's really cool Ivan, I'm really looking forward to this.

Completely agree with you ChevyRay, that's why I asked  Smiley.
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MapiMopi
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« Reply #109 on: December 11, 2012, 01:41:47 PM »

Ivan, did you change the release date from 12/12/12?
I was so holding my hopes on tomorrow.
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Polly
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« Reply #110 on: December 11, 2012, 01:55:56 PM »

It's been pushed to 13/13/13 Durr...?

http://twitter.com/Polycode/status/278232543092932609
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HyperNexus
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« Reply #111 on: December 13, 2012, 06:01:47 AM »

I'm really keen to have a play with Polycode.

I did some searching around before and found

with Ivan talking about Polycode. It was uploaded about a week ago.
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Ivan
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alright, let's see what we can see


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« Reply #112 on: December 13, 2012, 02:43:27 PM »

Haha oh no. 
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eigenbom
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@eigenbom


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« Reply #113 on: December 13, 2012, 06:06:48 PM »

oh cool, you know andy nealen? his papers on physics simulation were a good source back when i did my phd.

now to watch the vid Evil
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pixelpicosean
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« Reply #114 on: December 31, 2012, 05:39:29 AM »

Just build from github source, great improve since last time I check it out.
When will the official site opened again? Will that come with next BIG release?
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Snowdrama
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It, Happens...


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« Reply #115 on: January 01, 2013, 10:42:48 PM »

2D is looking Great! How's 3D coming along?
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Still making games. One day i'll get something done.

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Ivan
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alright, let's see what we can see


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« Reply #116 on: January 02, 2013, 01:08:03 AM »

3D's all there code-wise, but no editors for it yet. Actually, there's a material editor in the IDE, but thats about it. The idea is to get the 2D stuff polished up and then bang out the 3d editors. There is a lot of code that will be reused from the 2d editors, so the hope is that it will go pretty fast.
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Snowdrama
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It, Happens...


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« Reply #117 on: January 02, 2013, 12:55:21 PM »

3D's all there code-wise, but no editors for it yet. Actually, there's a material editor in the IDE, but thats about it. The idea is to get the 2D stuff polished up and then bang out the 3d editors. There is a lot of code that will be reused from the 2d editors, so the hope is that it will go pretty fast.

Beast! Id be using it in C++ anyway so... Big Laff *begins brushing up on Blender* Noir
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Jeez did I really sign up 6 years ago?

Still making games. One day i'll get something done.

Tools: PHP/JS/HTML5/Unity3D/C#/LibGDX/Gimp/Photoshop
Ivan
Owl Country
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alright, let's see what we can see


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« Reply #118 on: January 10, 2013, 05:07:20 PM »

I read your tweet over at Twitter : https://twitter.com/Polycode/status/289101433851219968

Do you have any mid-term or long-term plans for deployment to mobile devices?
In particular Android and Windows Phone 8.

There are very immediate plans for iOS and Android and basically no plans for Windows phones, though it all being opensource i'm sure it would be easy enough to port Smiley

The iOS and Android ports will being development proper at some point next month. I also have an OUYA dev kit coming, so if all goes nicely by end of spring it should have full Android/OUYA support.
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bacon
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« Reply #119 on: June 23, 2014, 09:40:13 AM »

I don't know if everyone else is still waiting on binaries, but some guy on the forums has a pre-complied version for mac you can run.

http://polycode.org/forum/viewtopic.php?f=6&t=966

and his git repo is here

https://github.com/smokingbunny/polycodeMACbuild
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