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TIGSource ForumsCommunityDevLogsBuilding an iOs 3D Engine in C++ and a Game!
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Author Topic: Building an iOs 3D Engine in C++ and a Game!  (Read 28241 times)
venumspyder
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« Reply #40 on: October 29, 2016, 11:47:28 AM »

Some finished assets in the level editor.

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Devi Ever
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« Reply #41 on: October 29, 2016, 11:55:42 AM »

I love the aesthetic!  this is my fave!

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venumspyder
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« Reply #42 on: October 29, 2016, 04:02:35 PM »

Thanks! I am glad you like him!
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venumspyder
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« Reply #43 on: October 31, 2016, 01:19:13 AM »

Convex Collision Brushes used in collision detection



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venumspyder
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« Reply #44 on: November 10, 2016, 05:50:48 PM »

Train crossing signals finalized and ready for use in the engine.

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venumspyder
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« Reply #45 on: November 13, 2016, 11:55:54 AM »

Here are the same 3D train signal models running in the engine.



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zminusone
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« Reply #46 on: November 13, 2016, 03:10:12 PM »

You're a badass!
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venumspyder
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« Reply #47 on: November 14, 2016, 12:24:46 PM »

Thanks for the kind words!
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venumspyder
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« Reply #48 on: November 28, 2016, 11:00:51 AM »

Final mine cart 3D mesh.

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venumspyder
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« Reply #49 on: December 03, 2016, 12:34:49 PM »

Finally got the various train 3D meshes into the level editor with drop shadow support.







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venumspyder
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« Reply #50 on: December 10, 2016, 04:14:45 AM »

Train 3D meshes finally running in the game engine.



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venumspyder
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« Reply #51 on: December 18, 2016, 11:07:50 PM »

Stair climbing is now running in the game.



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venumspyder
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« Reply #52 on: December 26, 2016, 03:53:51 PM »

Color improvements for ranger girl character. Before and after animation.

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venumspyder
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« Reply #53 on: January 17, 2017, 01:46:09 AM »

Screen splat animation



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pturecki
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« Reply #54 on: January 17, 2017, 03:47:20 AM »

Nice work! I'm curious how many lines of code has Your engine, tools and game (if You can share this information; cloc tool is good for this). I'm also making an engine for our game Archaica: The Path Of Light, and I'm just curious about other projects with custom engines Wink
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venumspyder
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« Reply #55 on: January 17, 2017, 01:52:40 PM »

Hi I would like to know how many lines my engine is myself. I'll get you this information when I can. Also nice work on your engine, it looks very professional!
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venumspyder
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« Reply #56 on: January 17, 2017, 08:37:02 PM »

Here are my results after using cloc. I was expecting the source to be much bigger.
However, I am a single programmer on this so the smaller the code base the better.

This includes the engine, game code, and tools. It does not include middle ware such as
AngelScript since for all intents and purposes that is code from a third party.

-----------------------------------------------------------------------------------
Language                         files          blank        comment           code
-----------------------------------------------------------------------------------
C++                                677          47981          68864         140075
C/C++ Header                  783          29973          50161           59590
MSBuild script                      5                 0                0               7777
Objective C++                    22           1439           2401              3202
Unity-Prefab                      102            313              0                 2854
Qt                                        4                0              0                   823
xBase                                   9              65             99                  359
JSON                                    2              0               0                    149
ActionScript                           3             72             245                 38
Windows Resource File           2             18             25                    30
Objective C                           1             11             27                    11
Markdown                             1              0              0                      1
-----------------------------------------------------------------------------------
SUM:                              1611          79872         121822         214909
-----------------------------------------------------------------------------------
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pturecki
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« Reply #57 on: January 17, 2017, 11:58:44 PM »

I also was surprised when I first time checked the code size in lines. However I see that the size of your code is much bigger (about 3x) than mine. I'm starting thinking that my engine/tools are really minimalistic and have a lot of missing functionality Wink

Thanks for sharing this stats!
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venumspyder
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« Reply #58 on: January 18, 2017, 12:53:55 AM »

Yes a lot of that is for added support. Like scripted materials, allowing users to create custom entities with components via scripting, etc. etc. So there is quite a bit of functionality there.

I guess it all depends on what your needs and requirements are. In either case it was good to do this as I really had no idea what my code size was. So thanks for suggesting it.

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tanis
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« Reply #59 on: January 18, 2017, 02:13:52 AM »

Sorry if I hijack the discussion, but my engine is even bigger even though it's a 2D on top of SDL and OpenGL ES 2, including all of the external libraries (SDL, OpenAL, zlib, etc...)
I think I might have way too much stuff in there or that being cross-platform could be the reason why I have so much stuff.

Is your engine Windows only?
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