Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411430 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 20, 2024, 01:45:10 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Subterran Game Engine - Looking for feedback
Pages: [1]
Print
Author Topic: Subterran Game Engine - Looking for feedback  (Read 1512 times)
Layl
Level 3
***

professional jerkface


View Profile WWW
« on: January 22, 2015, 05:56:14 PM »

I've been working on my own game engine for a few weeks now and it's starting to get into a decent shape. I'm looking for some feedback on the progress so far and opinions on what parts I should focus work.

Current Features:
- Flexible voxel rendering (included voxel types are flat color and textured)
- Entity tree based scenes
- Material based mesh rendering
- Simple physics focused on responsiveness

GitHub: https://github.com/LaylConway/Subterran
Getting Started: https://github.com/LaylConway/Subterran/wiki/Getting-Started
NuGet: https://www.nuget.org/packages?q=Subterran



Screenshot from the "Voxel World" Example


This post was last updated January 22, 2015, 06:02:15 PM with:
- New features
- New screenshot
« Last Edit: February 20, 2015, 02:07:34 AM by Layl » Logged
Layl
Level 3
***

professional jerkface


View Profile WWW
« Reply #1 on: January 23, 2015, 03:23:44 PM »

Here's another screenshot to show some of the improvements I've been making. Did a big optimization pass on the voxels to mesh conversion algorithm to make the following possible.

Logged
Phasesaber
Level 0
*



View Profile WWW
« Reply #2 on: February 06, 2015, 12:52:37 AM »

Looks really cool! I'd love to see some games made in this.  Big Laff
Logged

Mainly a Java coder, though I dabble in websites.<br />https://github.com/Phasesaber
Layl
Level 3
***

professional jerkface


View Profile WWW
« Reply #3 on: February 06, 2015, 01:01:23 AM »

Just pushed a new update to NuGet! Really excited about this one. Subterran now has support for basic physics. The components for physics functionality are in Subterran.Toolbox.SimplePhysics. The VoxelWorld example has been updated to now have a physics based player character.
Logged
WhenBellsToll
Level 0
*


View Profile
« Reply #4 on: February 13, 2015, 02:34:28 PM »

The engine itself looks nice, but you haven't give too much info on it, so I want to ask a few questions.
1. Does each type of voxel have set properties?
2. Can the engine Idenitfy boundaries of certain type of environments?
3. Are there even predefined environment?
4. If so, what kind?
5. What kind of game are you trying to make here?
Logged
Layl
Level 3
***

professional jerkface


View Profile WWW
« Reply #5 on: February 13, 2015, 02:44:30 PM »

The engine itself looks nice, but you haven't give too much info on it, so I want to ask a few questions.
1. Does each type of voxel have set properties?
2. Can the engine Idenitfy boundaries of certain type of environments?
3. Are there even predefined environment?
4. If so, what kind?
5. What kind of game are you trying to make here?

1. The engine puts no limits on what types of voxels you can use and how they're turned into meshes. You can put in an entirely different voxel type into the voxel map component if you want to. The voxel type given in the Toolbox (which is a project with a set of tools for speeding up development) is a simple colored block.

2. If I understand this right, currently the engine has no support for 'biomes' or things similar to that, it does not have generation features built in either, though the VoxelWorld example project has a simple terrain generator class as example.

3, 4. There are no predefined biomes.

5. Shown in the screenshots are just example projects, I do not currently have a game project of my own based on this engine.
Logged
WhenBellsToll
Level 0
*


View Profile
« Reply #6 on: February 14, 2015, 09:54:02 AM »

Okay then the best advice I can give you is to try and make some coherent idea out of it, looks like a project with a lot of potential. Thanks for sharing it.
Logged
Layl
Level 3
***

professional jerkface


View Profile WWW
« Reply #7 on: February 16, 2015, 05:25:51 PM »

Here's another screenshot, I made the VoxelWorld's example terrain generation more interesting. There's a lot of other stuff that has been improved and added in the background but that's not visible in this screenshot.

Logged
Layl
Level 3
***

professional jerkface


View Profile WWW
« Reply #8 on: February 18, 2015, 01:49:34 AM »

A bit of technical information about using Subterran! Subterran's Entity-Component implementation makes heavy use of interfaces to define what a component can do. For example, the following component updates the position of an entity:

Code:
class MoveComponent: EntityComponent, IUpdatable
{
public void Update(TimeSpan elapsed)
{
Entity.Transform.Position += new Vector3(0.01f, 0, 0);
}
}

At runtime, Subterran looks for any entities marked with IUpdatable, and calls Update on those in the game loop.
Logged
Layl
Level 3
***

professional jerkface


View Profile WWW
« Reply #9 on: February 20, 2015, 02:02:33 AM »

Another new screenshot! Subterran 1.0.128 is up on NuGet with some great new features. Most notably, support for materials and textures. The textures used are from the Isabella 2 creative commons texture pack for Minecraft.

Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic