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TIGSource ForumsCommunityTownhallAether: Cross-Platform game engine - New updates + kickstarter
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Author Topic: Aether: Cross-Platform game engine - New updates + kickstarter  (Read 860 times)
Raptor85
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« on: December 09, 2012, 05:08:13 PM »

Just in time for ludum dare, the newest update of my "Aether" game engine is now up and running (at least in a "alpha" state) and I've gone ahead and launched a kickstarter campaign to try and raise some funding to accelerate development.  If you've never seen my posts on this project before, in short Aether is a super high level API/Game Engine designed for rapid development and to make developing a native game for all major platforms simple and easy (currently Linux/Windows/Android, mac and ios in the future once I have a mac to build on) while having both "C" and "C++" style exported interfaces allowing the programmer full freedom to use whatever language/IDE/tools they want.

You can view the kickstarter page here http://www.kickstarter.com/projects/1844752097/aether-game-engine-open-source-linux-android-windo and the project page where you can download and try an alpha version of the engine yourself here http://www.midnightfragfest.com/aether/

Some of the newest changes since last major release, for older features or just a better description in general please view the kickstarter page or the project page, no point copy-pasting the entire thing here!
   
  • moved from GL2 and GLES11 to GL3.3 and GLES2
  • VASTLY improved performance on android, mostly due to the GLES2 migration, though the pipeline itself has been cleaned up and the old batch rendering system completley re-written with a far more efficient one.
  • huge improvements to the ttf rendering system, it's faster and now also supports "tabstops" on the screen to make lining up text on non-monospaced fonts very easy
  • internal message pump and state manager
  • interactive debug console
  • simple highscore manager object to retrieve and post highscores from a server
  • built in file and compression handling, path decoding, and configuration objects to manage saving game data and settings
   
   
   
   
   
   
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-Fuzzy Spider
Raptor85
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« Reply #1 on: December 10, 2012, 05:33:06 PM »

to kick off the new engine release and field test it a bit, tonight i'll be livestreaming my ludum dare warmup at http://www.twitch.tv/raptor851,  going to make a quick and dirty zelda/roguelike kinda hybrid in 24 hours.
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-Fuzzy Spider
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