Showing posts with label Official. Show all posts
Showing posts with label Official. Show all posts

November 5, 2012

Back in Action - for a while

I'm back with the engine development for a while.

I'm most likely going to redo most of the engine structure based on what I've learned in the past 2 years I worked at Traplight. This means I'm going to reset the milestones and iterate from the beginning.

For the first few weeks I'm going to just play around with the base structure, so I can get the best out of it without making major changes when I add stuff.

This time I'm going to make Android engine in parallel with the PC engine and my attempt is to be able to make a few step ports of the games I make - using same scripting platform and asset system.

I'll try to keep the blog updated with other stuff too along the engine dev this time.

Over and out.


February 21, 2011

About hiatus

I was supposed to publish a lot of new information regarding the engine long time ago, but something, that I didn't ever could happen, happened.

I'm currently working full-time as a game developer, so I had to put engine on hold until I get my personal stuff together. I work at Traplight Games.

I will, however try to resume as quickly as I can. I'm close finishing new features and planning on doing multiple-engine visual testing.

These engines are currently in an undisclosed list as I'm not sure what I'll be working on when I get there.

As a side note, I'm also back on track with GameStudio A8 Commercial.

That's right, I'm making games for iPhone. I once hated Macs and boycotted iPhones.. Oh well.

December 16, 2010

Christmas drawing near

I've been working on school projects and AGE for a quite a while now. School projects are nearing completion, where AGE isn't even near.

I will now succumb to Christmas sleep and will return next year.

- - -

August 7, 2010

Back from Kilke

I've been away for two weeks, as I was attending the VI Finnjamboree Kilke. Because of it another delay arose.

Now I'm home again and I can work almost full time with my projects, with biggest priority put on AGE. I hope I can get you guys something in near days!

June 27, 2010

Delayed, again.

Currently, there are two reasons for no updates lately.

First one is that I'm doing some other stuff (some that give me cash, others don't), which consume my time and dedication away from AGE.

The other one is that I noticed most of the bugs in my engine are caused by old protocode, that is everywhere. I have no other choice than to rewrite most of the code. This gives me also an opportunity to remodel my object and data handling pipeline to fit my todo-needs. On the other hand, it takes time.

Also, irc channel, BAM. #agengine @ irc.FreeNode.net

June 6, 2010

Out of town

I'll be out of town (read: in military) without access to the internets. I will update as soon as I a) get back b) solve the bugs out of the importer.

Sorry for the delays.

May 28, 2010

Loading... Please wait...

I just got back home, and I'll start to work on the massive post / update and so on tommorow. I try to get you guys something REAL about this engine. Probabilites are high that I get you something around sunday-monday vector. Sorry for the delay.

While waiting for it, please check BlendELF for something awesome. It's a new, but fairly powerful and nice engine.

EDIT: For today I will keep rollin' Aion while you keep hatin'. ... If anyone is even reading any of this. -> which comes to a question:

Q: How many of you are even slightly interested in this engine project? The more answers the more dedication I will put to this engine.

May 16, 2010

Update rarity?

I haven't been updating here since I haven't really done much for it. I'm pretty stumped with military. For the next two weeks I will be away, which means no way going to get you updates.

What I've done up 'til now:

PAK usage pipeline:
importPAK(...) // Imports index of PAK
loadSingleAsset(...) // Loads single asset from PAK
loadMultipleAssets(...) // Loads multiple assets from PAK

and multiple (20+) other functions for it. Those three are the most used ones though.

ART:
http://inestical.deviantart.com/art/Marie-Eve-Nadeau-164022381
Trying out new style.

I'm going to post few test cases which show how the asset system is used.

TODO list updates:
+ memory pool system
+ OpenMP integration + other multithreading crap

COULDHAS list updates:
+ Game engine plugin system

Please be patient. I will make a monster update when I get back after two weeks.

April 3, 2010

AGE is still alive, folks.

I haven't been updating this blog for a while, so I'll bump it.

The AGE is still alive and I've finished great portion of it already, making it versatile engine to use in your game creation. I'm working on things like Python bindings, multithreading (and choosing which technique is the best to implement) and shader generator.

Currently AGE has the capability to the following:
  • Python scripting
  • Multiple materials per mesh
  • Multiple meshbuffers per mesh (LOD-system, experiemental)
  • Support to all image types you can name
I will be adding following in next few weeks:
  • LUA scripting
  • Shadows with spotlights, point lights and global (sun) lighting, in that order
  • Dynamics
  • Scene exporter to blender
  • Material files
I will update this blog with some nasty screenshots when I find something else than spheres in my computer. On that same post I will also hype about all the features I currently have in my TODO-list.

Work work,
Inestical

June 5, 2009

About the engine status

I slight handy faq for those who care at all of this engine:

Q: Are you working on the engine? There's no updates!
A: YES. I am. I'm currently going through some personal stuff.

Q: Why haven't you updated!?
A: Because there's still nothing really interesting happened.

Q: What's "AGE"?
A: Acronym for Autumn Graphics Engine. Engine used for game development.

Q: I've heard stories of "AGEs", what's that?
A: Acronym for Autumn Graphics Engine subversion. Used when the engine structure is extended and/or modified to fit game's needs. Normally subversions have their own codename.

Q: What's the current status of AGE?
A: Lighting and textures are implemented, still fighting with spotlights.

Q: What will you do next?
A: Material pipeline.

Q: Why should I give a crap of this engine?
A: It's versatile, extendable, modifiable and absolutely not overgeneric free engine with LUA, XML and Python scripting support. Comes with full source.

Q: Why both LUA and Python?
A: I'm not sure yet which one I will use as primary. Both have their pros and cons.

Q: Xml?
A: XML yes. Used for materials and some other features I will explain later.

Extra, extra!

Q: Why are the updates so slow!?
A: Because I'm currently attending military. It swallows 71.43% of my free time.

April 23, 2009

Kittens 2

I'm sorry I still haven't posted anything

I'm still working on making the threading system even more agile and work with me like it should.

I already have some type of python binding ready, still gotta make some improvements there, so I have scenes ^^

Soon. Soon you will get the first sphere/complex mesh renderings. (I will try to get million polygon mesh, or something similar for benchmarking).

Update: I have everything "ready" now I need to do some integrational shit (Adjust system and apply new stuff and edit code moar). I would've updated days ago, but my OS-reinstallation didn't go so.. smoothly.

April 8, 2009

Kittens.

This should be in a way in babysteps, but I rather not dirty it.

I decided to change early on the design to be multithreading-friendly. This means pretty radical changes in some parts so if you can forgive me for delaying next "chapter" for few weeks and I'll probably be able to provide some screenshots too.

Most likely spheres. At least one.

April 3, 2009

More on engine

I noticed that I hadn't done proper planning on the file system, so it kind of blew on me. I need to do some reprogramming (thanks to my "go with the guts"-style) on the engine design in general..

I'll update when I'll get this solved. I blame logic.

I'll start new "series" here too, The Babysteps of Engine, which reports the progress in detail. First chapter next week.

March 26, 2009

Autumn is coming!

I've been working on a game engine from scratch that I will later on use to make games with the workflow I've been dreaming of: Blender for everything, meaning that I will be able to do the scenes in Blender and use export button to create game content.

Of course I will have to make game-specific editors such as content creator and level editor not level designer.

I've got the general structure done and hopefully end of next month will be the date of releasing first videos of ingame scenes (probably crappy ones, but scenes anyways).

What I hope to get from this engine, is ultimate control over the game world. I will rant about game scripting in C++.

Expect more than this type of screens:

April 13, 2008

Projects, projects and one more project

Hello again,

I'm working on few projects, three to be exact and they are named as follows:

Project Evalo
Project Scatter
Land of Lies -minigame

And let describe these, first taking the minigame...

Land of lies

The land of lies bases to the fierce streets of Tokyo, where generic evil has deployed an mass of devilish creatures.. CAKES. They come in many forms, including hobos and ninjas! Your task as the generic main protagonist is to stop the madness.

More information here: GameStudio Forums Post

Project Scatter

Some of you know this one. This the real and serious RPG project, which is currently frozen. This is because Land of Lies is in higher priority and the design documents are hiding. The game's idea is to create epic story of group of people, young and older who find out something bad and stop before anything is destroyed.

Project Evalo

Project Evalo is MMORPG-pluginkit project, that includes three parts: Illusiance, Radiance and Universe, each of which take care of one primary part of MMO designs:

Illusiance works as the AI for NPC's and monsters. Also includes several other higher intelligence parts such as game logic.

Radiance is the server mainstream. The Radiance is able to communicate with unlimited amount of servers seamlessy, so that player should have good experiences with online games. That are massive.

Universe works as the visual side. Meaning I will conclude shaders, graphics, basic menus and default models pack for consumers to be able to test and use the system almost immediately.

I will blog more of these as they progress.

February 1, 2008

Scatter

Yo,

Scatter is working name for artistic side of my little not-begun-officially RPG game project that takes place in victorian/medieval time, with some twists to forward and backward (no laserswords or cars that is) and includes some little specialities you'd never expect.

The game will include this and that, mostly this. The storyline includes two sides of the situation. Target of the game is make the player uncertain just exactly what is wrong and right.

The game's originality lies on it's story. Gameplay mechanics, AI, battling system and others are not-so-original, but parts of them are unkown for those who hasn't played the right games.

What I need from you is suggestions for actually everything. I know exactly what happens and how and when, but I need names for non-story side. Sidequests, names for extra towns, special offstory characters...

And most importantly, please tell us what do you expect from it (graphically, gameplay-wise...).

Please leave comment for critics, comments, random spam, spam, flames, lols and much much more