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TIGSource ForumsDeveloperPlaytestingXenoN Core [ENGINE]
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Author Topic: XenoN Core [ENGINE]  (Read 2626 times)
PsichiX
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« on: November 21, 2010, 01:50:09 PM »

First: Hello everyone, i'm PsichiX and i'm new here Smiley
Second: i'm sorry if i should post in other place - please tell me where is the right place Wink
Third: Since a ~3 years, in my free time, i'm working on game engine called XenoN Core. Release Candidate published a few month ago, on polish community.

What is XenoN Core?
Xenon Core is a complete engine for 2D and 3D games (at this moment focused on 2D), which contains six main modules:

  • Photon: The module uses OpenGL library to rendering graphics, integrated with the physical module.
  • Chaos: Module to simulate the physical world, based on a variety of substances and forces.
  • Echo: Sound module that uses a free Audiere library to play nine popular audio formats. It supports standard and streaming playback.
  • Ether: Network module that support sockets connections and having a ready functionality of HTTP protocol (other protocols in progress).
  • Psyche: Artificial intelligence module based on Filtered Signal Neural Networks.
  • TimeBridge: Virtual time control module, integrated with physics. Enables forward and backward simulations on the time axis. Still in progress.

Engine Website: http://xenon.psichix.com
Check out this website to read news and main features, or download SDK. You can also see gallery and resources (at this moment commented in polish language, but i think that engine is simple so you can quickly understand examples). There is contact to me, if you try to make game on it, and you have a question for me.

I need some feedback, tests, how you see to working on it, what feature you think to add, or what should be changed.
English documentation and examples will be released before version 1.0.

Some images (also i recommend a video on website):




Some code snippet (Hello World):
Code: (C++)
PROGRESS(GameProgress)
{
if( XE_IO::KeyboardGetPressed( XE_KEY_ESC ) ) Game.Exit();
Game.Camera.Update();

Game.Progress();

Game.Sprites( "sprite" )->Draw( Game.MouseGetPos( "main" ) );

XE_STRING str;
str.Format( "Helo World!\nFPS: %f\nDeltaTime: %f", XE_EVENTS::Use().FPS, XE_EVENTS::Use().DeltaTime );
Game.Fonts( "font" )->Draw( str, XE_VECTOR( 10, 10 ) );

XeRenderScene( XE_FLAG_SWAP | XE_FLAG_COLORBUFF | XE_FLAG_TRANSFORMIDENT );
}

SCENE(GameScene)
{
Game.Windows( "main" )->Width = 800;
Game.Windows( "main" )->Height = 600;
Game.WindowCentralize( "main" );
Game.Windows( "main" )->Update();
Game.OnWindowSetup( "main" );
Game.Vsync( true );
Game.ClearSceneColor( 0x00000000 );

Game.Camera.Width = (float)Game.Windows( "main" )->Width;
Game.Camera.Height = (float)Game.Windows( "main" )->Height;

Game.Sprites( "sprite" )->Prepare( "Resources/Textures/Sprite.xet" );
Game.Sprites( "sprite" )->Centralize();
Game.Fonts( "font" )->Prepare( "Resources/Fonts/Font.xet", "Resources/Fonts/Font.fnt" );

XE_EVENTS::Execute( GameProgress );

Game.Cleanup();
}
« Last Edit: November 22, 2010, 12:25:41 AM by PsichiX » Logged
ratrogue
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« Reply #1 on: November 27, 2010, 05:08:38 AM »

Is it Windows-only? Too bad the documentation is in Polish. Why not English?

Great screenshots nonetheless! Smiley
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ANtY
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i accidentally did that on purpose


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« Reply #2 on: November 27, 2010, 08:45:21 AM »

Prolly it'll be soon available on mac too.
He have no time to write it in English Smiley
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ratrogue
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« Reply #3 on: November 27, 2010, 10:09:18 AM »

He have no time to write it in English Smiley

Then I have no time to test it. Sad
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Evan Balster
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« Reply #4 on: November 27, 2010, 12:30:09 PM »

Crossplatform code is good for your health.  So is making games with your engine; you're more likely than anyone else to put something decent out with the tools you've developed (because you're familiar with them) and the tools don't need to be complete for that to happen.

That said, looks very nifty.  Keep up the good work.
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ANtY
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« Reply #5 on: November 27, 2010, 03:53:33 PM »

BTW: this game -> http://www.indiedb.com/games/glorious  is being written on this engine  Well, hello there!
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