game engine
4D specialist Marc ten Bosch
Marc ten Bosch seems to be particularly interested in the 4th dimension, its narrative & interaction potential. He has made several releases, see below for all links. main website & blog: : http://marctenbosch.com/, http://marctenbosch.com/news/ 4D Toys: http://4dtoys.com/ Miegakure: http://miegakure.com/ Youtube channel: https://www.youtube.com/channel/UCNqSF-tYoFYFxa7aayp_wiA The game is based on tesserakt 4d engine, a custom game engine. The …
Atomontage, a voxel game engine
“The currently dominant 3D graphics and simulation paradigm, based on triangle/polygon meshes, is fundamentally flawed. Meshes only model surfaces – a hollow and thus very incomplete approximation of reality. Mesh content creation is complex and technically demanding; costly with high barriers of entry. Many layers of “hacks” (e.g. UVs) make editing and distributing mesh assets …
Starting godot development with a little help to…
Starting godot development with a little help to Michal Seta on his OSC addon. First impressions are fantastic! Godot’s architecture is prepared with indie programmer in mind: the engine is obviously open source, it is really easy to interact with the core classes of the engine, receive notifications of the main events, and childish to …
Urho3D demo session Great work tested on windows…
Urho3D, demo session. Great work, tested on windows and osx. The end of the video is the discovery of the editor. Try out the samples. All examples: Links: sourceforge: https://sourceforge.net/projects/urho3d/ official: https://urho3d.github.io/
Working on an easy to deploy shadow…
Tech info: 3 splits, 4096, 2048 & 1024 maps, 2 pass materials on all objects, gpu: GTX 980. Working on an “easy” to deploy shadow system for the engine. The work now is to make the activation of these as simple as possible. For the moment, the activtion has to be done manually through many …
It has been an hardcore saturday evening i’ve…
It has been an hardcore saturday evening: i’ve struggled with Bullet for 3 hours, and, finally, i’m able to get all bullet events in my code, without having to “manually” asking to each object “are you touching somebody?”. It’s a bit weird, but to achieve this you have to plug a static method on the …
Working an important refactoring of the classes for…
Working an important refactoring of the classes for the next release of the engine (v0.2). The works will starts beginning of 2018. There is a complete description of the new classes here: https://bitbucket.org/polymorphteam/pe.2.0/wiki/pobject
PLine a class to draw lines It might…
PLine, a class to draw … lines! It might seems stupid, but drawing lines is no the default purpose of a game engine. Drawing a line that connect 2 objects for instance is painfull to do with a parallelepiped, especially when you need its thickness to stay constant! The class PLine is there to help. …
Polymorph Engine is on itch.io
The Polymorph Engine is on itch.io, the go-to community website for sharing, rating and downloading indie games. It sits in the well-named “tools” section where it is already getting some attention. But we need your help to bring it further. So if you have an itch.io account, be sure to check the Polymorph Engine page, download the install script, give …
Several hours of work later the class PMaterial…
Several hours of work later, the class PMaterial is fully integrated to PNode. This part has been tricky: materials and textures are shared objects, managed by managers below the objects. The approach is to create PMaterial on demand, when you call pnode.getMaterial, for instance. Once created, it stays in the pnode until you destroy it …
new class in package PMaterial This class is…
new class in package: PMaterial. This class is an helper that simplify the access to the multiple layers of Ogre’s materials. There are 3 levels in a material: technique pass texture units The usual Ogre way to access to modify a pass diffuse is looking like this: Ogre::MaterialPtr ptr = Ogre::MaterialManager::getSingleton( ).load( “mat”, “group” ); …
Working on a debugging view for skeletons a…
Working on a debugging view for skeletons, a good way to learn how #ogre3d is storing skeletal data. There’s a scaling issue: the points in the face are not correctly placed, they should be at the lips borders, at the basis of the nose and closer to the eyebrows. The visualisation is not the same …
Polymorph Engine on ArchLinux
Thanks to the great work and tutorial from @frankiezafe, I managed to compile and run the basic examples of Polymorph on an ArchLinux system. I had to make a few changes to the documentation and find the right flags for some libraries (instructions here). But everything seems to be running smoothly. More tests to come …
Today a lot of bug fixes on the…
Today, a lot of bug fixes on the basic classes of the polymorph packages. New: it is now possible to declare the resources folders in the XML! The common resources.cfg of Ogre can be replaced by a configuration.xml, placed in the same folder as the exec. The resources.cfg was looking like this: [Essential] Zip=../media/packs/PolymorphTrays.zip [General] …