pturecki
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« Reply #60 on: January 18, 2017, 06:56:56 AM » |
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@tanis: If the question is to me: yes, engine which is used by Archaica is Windows only (for now). PS. Rest of the reply in your game thread... /edit: is this your game: Down to the Core ? PS. @venumspyder - sorry for offtop
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« Last Edit: January 18, 2017, 07:03:08 AM by pturecki »
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venumspyder
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« Reply #61 on: January 18, 2017, 11:01:43 AM » |
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My engine is both for iOS and Windows, but could run on anything. But portability would add more code I should think. For example I do not use naked OpenGL\DirectX calls in my code. I have that all wrapped up in interfaces so the engine does not know what is under the hood. Of course all that needs to be abstracted which leads to additional code.
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tanis
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« Reply #62 on: January 19, 2017, 05:12:19 AM » |
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@tanis: If the question is to me: yes, engine which is used by Archaica is Windows only (for now). PS. Rest of the reply in your game thread... /edit: is this your game: Down to the Core ? PS. @venumspyder - sorry for offtop Yes, that's one of my games even though that one isn't using my C++ engine But please jump in and let's talk about engines. I'd really love to discuss what build tools you're using when you need to make a new project that uses your engine.
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tanis
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« Reply #63 on: January 19, 2017, 05:15:17 AM » |
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My engine is both for iOS and Windows, but could run on anything. But portability would add more code I should think. For example I do not use naked OpenGL\DirectX calls in my code. I have that all wrapped up in interfaces so the engine does not know what is under the hood. Of course all that needs to be abstracted which leads to additional code.
Windows + iOS is a weird combo. But definitely easier than supporting Android. I chose to go the OpenGL ES way instead of abstracting that out in a wrapper as it's the common minimum denominator. I reckon I could hit a wall if I ever decide to support consoles.
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thomf00
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« Reply #64 on: January 19, 2017, 08:22:54 AM » |
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I've written a few ECS's but all of them in Haxe or AS3. I'm interested to learn how your ECS is setup, and maybe what a factory looks like for generating a character or other interactive object!
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venumspyder
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« Reply #65 on: January 24, 2017, 02:37:15 AM » |
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Here I show a demo of how to integrate the AngelScript scripting language with the Entity Component System design pattern.
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thomf00
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« Reply #66 on: January 24, 2017, 08:42:22 AM » |
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Wow! It's come a long way. Some questions! Why have a CGameEntity at all? Why extend the entity base class? Is the business logic in the component, entity, or somewhere else? For things like... int theVarName VS_GENERATE_STRING("someString"); Do you reference it by theVarName or "someString"?
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venumspyder
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« Reply #67 on: January 24, 2017, 11:49:45 AM » |
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I reference by varName...... For CGameEntity you are correct it is absolutely not necessary. I put that class in there thinking I "might" have some use for it a while ago. That "use" never came. So I should just get rid of it. Actually, this video allowed me to see some things I could clean up in my code so in a way it was helpful even for me.
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venumspyder
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« Reply #68 on: January 28, 2017, 02:52:03 AM » |
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A video showing the Metal shading language vertex shader I use to curve the world in my game.
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venumspyder
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« Reply #69 on: March 11, 2017, 01:06:21 AM » |
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Dark Over Lord Boss
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venumspyder
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« Reply #70 on: March 14, 2017, 03:45:43 PM » |
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Preliminary exploding mesh testing. I will use both a combination of CPU\GPU based instancing to pull this off on iOS. Perhaps also LOD for distant explosions.
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venumspyder
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« Reply #71 on: March 22, 2017, 01:38:51 PM » |
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Here is a video turn around of the over lord mesh I posted earlier. I also show the scale with playable characters.
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venumspyder
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« Reply #72 on: March 26, 2017, 02:36:57 AM » |
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Finished Skeleton enemy 3D Mesh. Mesh comes in at 2300 triangles.
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venumspyder
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« Reply #73 on: March 26, 2017, 11:12:28 PM » |
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Here is a video showing the 3D mesh of the skeleton warrior I showed earlier.
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venumspyder
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« Reply #74 on: March 27, 2017, 10:47:47 PM » |
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Here I show the textured exploding mesh. This is without final particle effects.
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venumspyder
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« Reply #76 on: April 05, 2017, 02:28:10 PM » |
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In this video I show the engine running in wire frame mode. I did this to try and track down a Maya animation playback glitch. Thankfully the problem is only found in Maya and not in the engine.
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venumspyder
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« Reply #77 on: May 16, 2017, 02:28:47 PM » |
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This is a preliminary town level chunk 3D concept design.
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venumspyder
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« Reply #78 on: May 16, 2017, 06:27:09 PM » |
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Preliminary jungle\swamp level....
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venumspyder
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« Reply #79 on: June 01, 2017, 02:02:57 AM » |
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Some very basic chasing\following A.I. is shown in this video.
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