Hey,
AGE's rewrite (of a rewrite of a rewrite) is coming on nicely, I can't say sure when I get it working enough to get you screenshots, but fear not, it's going to be amazing. Or not.
I'm moving on fully on GameObject-Component architecture and I'll use scenegraph as rendering method. This allows me to develop and implement features on the go, without extending or modifying existing classes too much.
AGEngine can be considered multiplatform in all aspects except controllers as XInput is intefiering with it. Linux and Mac versions just don't support PSx/Xbox-type controllers (as GLFW's input system does not understand POV or triggers too well and well, XInput).
September 23, 2010
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!
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!
July 20, 2010
UPDATE! OMG.
Hai,
First things first: no screenshots yet nor big updates to engine, except the following:
File formats
----
I'm using .ini configurations file, .py scripting and will also include support to many formats, including Collada (.dae), 3DS Max (.3ds), Wavefront Object (.obj), LightWave (.lwo), TrueSpace (.cob/.scn) and (for 3dgs users) MDL 7 (.mdl) and Heightmaps (.hmp) plus many other ones. I will also support Blender format through custom exporting to models and PAKs (yes, the importer is working).
Graphics
----
I will use a semiprogrammable shader pipeline, which means you can either tap up shading features and materials or you can use custom .frag / .vert files. Please note that using custom files will cause loss of some features. The engine used shaders are named like "bloom.age.frag" "bloom.age.vert", so you can directly modify the native features, this isn't recommended though.
Other
---
I haven't thought about physics or audio yet, but will probably use Bullet and OpenAL for them. Also support for Linux/OS-X is still not quaranteed (you will lose at least support for XInput controllers, though I believe there's a workaround in other OS's.)
Anyways, I will update later with my progress on getting you a picture time.
First things first: no screenshots yet nor big updates to engine, except the following:
File formats
----
I'm using .ini configurations file, .py scripting and will also include support to many formats, including Collada (.dae), 3DS Max (.3ds), Wavefront Object (.obj), LightWave (.lwo), TrueSpace (.cob/.scn) and (for 3dgs users) MDL 7 (.mdl) and Heightmaps (.hmp) plus many other ones. I will also support Blender format through custom exporting to models and PAKs (yes, the importer is working).
Graphics
----
I will use a semiprogrammable shader pipeline, which means you can either tap up shading features and materials or you can use custom .frag / .vert files. Please note that using custom files will cause loss of some features. The engine used shaders are named like "bloom.age.frag" "bloom.age.vert", so you can directly modify the native features, this isn't recommended though.
Other
---
I haven't thought about physics or audio yet, but will probably use Bullet and OpenAL for them. Also support for Linux/OS-X is still not quaranteed (you will lose at least support for XInput controllers, though I believe there's a workaround in other OS's.)
Anyways, I will update later with my progress on getting you a picture time.
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
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 23, 2010
GRAAH
PAK importer is almost done, just one or two bugs left to solve. Also as midsummer coming around, I probably won't update this weekend.
Damn sorry that I can't post anything cool as of yet.
Damn sorry that I can't post anything cool as of yet.
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.
Sorry for the delays.
June 3, 2010
Update
I'm working hard on the PAK importer (AGE), but it's having some bugs at the moment, so the picture tiem has to wait. I promise to get you all something by the end of the week. Also I'm tired at the moment. I need sleep. |:
June 1, 2010
deviantART related II
NEW layout in dA. Again.
Anyways, feature tiem.
Featured artists:
=NTDevont
~Cushart
=Lorelai82
*GENZOMAN
Random faves:
Fragrance-Hatsune Miku by *lunaticjoker
Dragon Flight by *Hideyoshi
Air elemental by ~javi-ure
Anyways, feature tiem.
Featured artists:
=NTDevont
~Cushart
=Lorelai82
*GENZOMAN
Random faves:
Fragrance-Hatsune Miku by *lunaticjoker
Dragon Flight by *Hideyoshi
Air elemental by ~javi-ure
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