@ Nathan, this is a closed engine which was started in 2011.. Originally made for creating large open world RPG games, but I disbanded it for a small while to focus on actually making games. After our next title is out we will have time to finish it off, licensing has yet to be finalised.
Have you made a game engine
@ Nathan, this is a closed engine which was started in 2011.. Originally made for creating large open world RPG games, but I disbanded it for a small while to focus on actually making games. After our next title is out we will have time to finish it off, licensing has yet to be finalised.
How many is 'our/we'
UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32
--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy
@ Nathan, this is a closed engine which was started in 2011.. Originally made for creating large open world RPG games, but I disbanded it for a small while to focus on actually making games. After our next title is out we will have time to finish it off, licensing has yet to be finalised.
How many is 'our/we'
Originally it was just me, now a team of five full time engineers and 10 part time. I'll be straight up with you Nathan, trying to make a game engine of any considerable worth was the worst Idea I have ever had. Reason I disbanded it honestly is because I got stuck and to this day a fair few years on, still don't know how to fix it.. I started coding when I was 13, worked in API development (Not games) for 12 years and have a fair amount of experience in many languages not just C++... Now I have a team of much better coders and the engine still remains a thorn in my side.. I'm glad I started using Unreal and Unity, focus on making games.. Not throwing years of your life away on a pipe dream, if it actually see the light of day it'll be out of pure Iron clad stubborn will, nothing else.
Best of luck on your adventures.
@shadowkgames: Thanks
UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32
--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy
Reason I disbanded it honestly is because I got stuck and to this day a fair few years on, still don't know how to fix it
ShadowKGames, Out of interest, what did you get stuck on? I just find engine development to be time consuming rather than mentally tough.
Perhaps you were working on a particular feature that engines like Unreal do not provide (for similar reasons)?
Mutiny - Open-source C++ Unity re-implementation.
Defile of Eden 2 - FreeBSD and OpenBSD binaries of our latest game.
... you were working on a particular feature that engines like Unreal do not provide (for similar reasons)?
And that's kinda why i wanna make mine
UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32
--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy
I started developing my (newest) game engine "Olypsum" in February 2011.
This is the list of features so far:
- C++ 11
- Mac OS 10.8 and Ubuntu 12.04
- Localization
- Deferred Lighting
- Dynamic Shadows
- Bump/Normal Mapping
- Glass Refraction
- Material Mapping
- Parallax Occlusion Mapping
- Screen Space Ambient Occlusion
- Depth of Field / Fog
- Logarithmic Depth Buffer
- Edge Smooth / Antialiasing
- Dynamic Reflections
- Mirrors and Water
- Texture Animation
- Particle Systems
- Deformable Terrain
- Skeletal Animation
Libraries which I used:
- OpenGL 3.2
- OpenCL 1.1
- OpenAL 2.1
- Bullet Physics
- Googles V8
- SDL2, SDL2_ttf, SDL2_image
- libogg, libvorbis
- netLink
Tools which I used:
and I wrote it alone.
I started developing my (newest) game engine "Olypsum" in February 2011.
This is the list of features so far:Libraries which I used:
C++ 11- Mac OS 10.8 and Ubuntu 12.04
Localization
Deferred Lighting
Dynamic Shadows
Bump/Normal Mapping
Glass Refraction
Material Mapping
Parallax Occlusion Mapping
Screen Space Ambient Occlusion
Depth of Field / Fog
Logarithmic Depth Buffer
Edge Smooth / Antialiasing
Dynamic Reflections
Mirrors and Water
Texture Animation
Particle Systems
Deformable Terrain
Skeletal AnimationTools which I used:
- OpenGL 3.2
- OpenCL 1.1
- OpenAL 2.1
- Bullet Physics
- Googles V8
- SDL2, SDL2_ttf, SDL2_image
- libogg, libvorbis
- netLink
and I wrote it alone.
Wow! Nice feature list in 2+ years, that's good.
Did you build the rendering engine yourself (didn't see ogre)?
UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32
--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy
Reason I disbanded it honestly is because I got stuck and to this day a fair few years on, still don't know how to fix it
ShadowKGames, Out of interest, what did you get stuck on? I just find engine development to be time consuming rather than mentally tough.
Perhaps you were working on a particular feature that engines like Unreal do not provide (for similar reasons)?
I think you hit the nail on the head, there's several issues with it.. I know it's crazy but I was aiming for an engine to match CryEngine, the 64-Bit editor crashes all the time (Not unlike CE actually ).. Some of the terrain tools don't work correctly, shadow flickering issues, there's a list as long as as the sky of things to fix.. It's a line between being stuck and having the will to do it. I'm sure if I had enough time I'd get around all these issues..
But for now I'm focusing on game development, for our next release I have two options.. Use Unreal 4 or finish this engine, there both capable of doing what I need.
So I'm very conflicted, the development cost will be higher than buying UE4 and source. But I can license my own engine out and hopefully re-coup the cost, if not make a little profit out of it.
One interesting thing I'm thinking of doing, is bringing the ShadowEngine framework to Unity via plugins..
Wow! Nice feature list in 2+ years, that's good.
Did you build the rendering engine yourself (didn't see ogre)?
Of course I know OGRE, Irrlicht and all those rendering engines.
But I wanted to make my own one to get a better understanding of computer graphics and best compatibility with the rest of the engine.