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Forum » Programare » Motoare 3D româneşti » Nytro GameEngine




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    Postat la 07 Oct 2006 11:21:59    Subiect: Nytro GameEngine
nekitu info:

nekitu:

Very Happy the engine I'm developing:

Nytro GameEngine

screens: http://7thfactor.ro

current features :

- plugin based architecture;
- module servers, the graphics server, input server, dynamics server, sound server, script server, network server, the engine is not bound to a specific API like OpenGL or DirectX, but it loads the required server plugin specified in the configuration file;
- abstract and highly independent classes, with a clear hieracly;
- base class for runtime type check, usage count, property manager, auto-naming;
- every class can have its own properties list, wich can be used in the editor for user-friendly modification like in Visual Basic or Delphi properties page;
- assets manager for one-time loading of the same asset file, so no duplicates are present in the loaded data;
- scene managers for generic scene graph renderers, so you can plug in any kind of rendering algorythm, built in being an optimized octtree renderer supporting thounsands nodes at playable frame rates (tested with 5000 objects with a grand total of 2.400.000 triangles, 300 - 1500 objects were visible at a time );
- all visual or in-scene objects are derived from Visual class, wich incorporates position, rotation, scale, pivot, dynamics properties, bounding box, automatic
look at direction vector, hierarchical parent-children transformations;
- the rendering in the engine is done trough VertexBuffer class, provided by the current graphics server wich acts like a class factory, so any graphical entity
will provide to the scene renderer a list of its vertex buffers wich needs to be rendered, so the scene renderer will take care of the sorting and other operations;
- shader architecture has support for both fixed pipeline and shader programs, shader settings resides in special *.sh text files, editable by any text editor;
- multiple rendering windows and multiple viewports in a rendering window are supported, a viewport has a special wireframe boolean setting, and when is on it will summon all shaders so they will force wireframe rendering with wire color taken from the object's editorColor, good for debugging and testing the world;
- texture switching its done only if the previous texture is different and if the texture wich has to be set is not a static one, in this way a lot of AGP overhead
is reduced;
- the game server takes care of the game's logic, so modding is possible;
- the script server can wrap any scripting language, the game itself it is not affected by the change of the script server, only the script must be rewritten in that new scripting language, the engine comes by default with a LUA scripting language server;
- cross platform is sustained by a low level C interface for the most common functions like file system, internal clock, logging, memory management and leak report, CPUID, file search, console, etc.;
- file access it is done trough a File class, wich has support for disk files and also archive files like ZIP and RAR, wich are currently supported, the switching between these two modes its just another parameter in the Open method, being the Archive pointer;
- the engine can set a global data path so any asset wich will be load will compute the given relative path into the data directory as an absolute path, knowing the data directory path;
- image loading and saving it is also wrapped around a specific library, the Image class takes care of it, curretly DevIL is used, so JPG/PNG/BMP/GIF/TGA/TIF image formats are available;
- memory functions and classes includes array, queue, stack, table(2D matrix) template classes full of friendly C++ operators, for easy and clean coding;
- each vertex buffer has a render priority flag wich tells the scene renderer in wich order to render the mesh, default, predefined values are for opaque meshes, transparent and additive, the order of rendering being the same, with additive blended objects at last;
- the beauty of the engine and the whole system is the nytroStudio game editor, world editor, wich is very extensible trough new tool plugins, like 3D Studio MAX;
- the game levels resides in world files, edited by the world editor, *.w files; the object properties can be saved with full info about their name and type into the world file so when a new version of the object is used it still can load old properties data even if they are not existent in the new object version, so we have backward compatibility with old world files;
- skeletal animation, exported from 3DXMAX, Character Studio and Skin, animation blending, actions, etc.;
- for vertex buffer export there is a 3DSMAX 6.x utility plugin, wich exports *.ms files for use in the editor, this file format contains information about a sigle mesh, with submeshes their textures and shaders;
- powerful particle system with dozens of parameters to set, various particle generation shape, random particle texture, loading/saving to human readable settings file, collision with objects, attractors, gravity, wind, etc.;

Ultima editare efectuată de nekitu pe 16 Oct 2009 11:17:36; 1 editări în total

SpoOoOoock! Life Is Too Short For Cheap Chocolate


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    Postat la 31 Oct 2006 17:42:19    Subiect: < fara subiect >
EvilWorks info:

EvilWorks:

Arata super! Great work.

$question = to_be() || !to_be();


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Evil Works
 
    Postat la 01 Nov 2006 19:14:24    Subiect: < fara subiect >
nekitu info:

nekitu:

thank you, in curand (sa nu prea) o sa apara versiunea comerciala a motorului, gata pt licentiere, pentru developerii romani motorul va fi in prima instanta gratis (insa fara surse), poate asa pot ajuta ca unii oameni sa faca ceva cu un engine romanesc, sper sa fie si un engine de top.

SpoOoOoock! Life Is Too Short For Cheap Chocolate


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    Postat la 01 Nov 2006 22:33:59    Subiect: < fara subiect >
EvilWorks info:

EvilWorks:

pentru developerii romani motorul va fi in prima instanta gratis


Suna foarte bine. Si sunt sigur ca o sa fie apreciat.

$question = to_be() || !to_be();


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    Postat la 05 Dec 2006 11:01:14    Subiect: < fara subiect >
cippyboy info:

cippyboy:

Mane, te stiu de mult cu engine-u ala de 7 pagini descriere dar inafara de 3 demo-uri facute asa la plesneala (2 de pe site-u care acu nu cred ca mai functioneaza, ceva cu eternal nuj ce, si ala de la Tu Faci Jocurile, daca te chinuiai oleaca mai mult poate luai premiul) n-am vazut nimic cu el. Eu n-as putea sa fac atatea chestii la un engine sa nu fac nimic bazat pe el. In fine, odata mai demult m-am inspirat si eu din descrieri pentru al meu RE2.0 Very Happy.

Asa ca daca esti asa de bun pe cat zici, vreau sa vad ceva joc adevarat pe el. Apropo, pe cand lansezi un beta la editor ?



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04 Dec 2006 17:14:23
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Relative Team
 
    Postat la 07 Dec 2006 20:35:32    Subiect: < fara subiect >
nekitu info:

nekitu:

Smile, ai si tu dreptatea ta, l-am tot lungit atat, mai mult a fost research decat sa scot ceva cu el, insa poate cine stie in curand, editoarele si alte alea probabil la inceputul lui 2007, in iarna Smile, cred... pana la urma fac si eu ca altii, it will be done when it will be done.. Smile hai noroc si la multi ani ! Very Happy

SpoOoOoock! Life Is Too Short For Cheap Chocolate


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    Postat la 18 Apr 2007 00:08:37    Subiect: < fara subiect >
OViNET info:

OViNET:

Pentru world, se poate folosi mesh facut in software de 3d modeling ?

Al draqului ca esti programator adevarat. Mai bine ne-am apuca sa face un joc de calitate ce cct. Facem prestigiu Romaniei Wink

Ultima editare efectuată de OViNET pe 18 Apr 2007 00:10:49; 1 editări în total



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Independent -- pentru cat timp ?
 
    Postat la 18 Apr 2007 00:43:41    Subiect: < fara subiect >
nekitu info:

nekitu:

bineinteles ca se poate folosi orice fel de mesh, in engine acolo imaginatia e limita Smile (sau features-urile neimplementate Wink)

mai asteapta, SDK+Docs+Binaries ale engine-ului vor fi free pentru developerii indies romani in curand ( max. 1 commercial title se poate scoate cu el ).

Ultima editare efectuată de nekitu pe 18 Apr 2007 00:49:31; 1 editări în total

SpoOoOoock! Life Is Too Short For Cheap Chocolate


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    Postat la 18 Apr 2007 21:35:36    Subiect: < fara subiect >
OViNET info:

OViNET:

ma gandesc sa facem in colaborare un comercial title Smile imi place ca are si alpha channel, engineul, e cam suficient.

Stiu ca e greu dar nu e imposibil sa implementezi HLSL, cauta documentare si incearca, sau vezi tu.

Nusthiu cum ar merge scriptingul, si daca s-ar putea imlementa Normal_Map sau Bump_Map, poate ca ajuta catva directX SDK



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Independent -- pentru cat timp ?
 
    Postat la 18 Apr 2007 21:38:21    Subiect: < fara subiect >
SpOOky info:

SpOOky:

mai degraba Cg, ala la runetime e compilat in glsl sau hlsl asa lovesti 2 iepuri de`o data si mentii si no api specific`ul


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elohimSoft
 
    Postat la 18 Apr 2007 21:39:14    Subiect: Re:
MithY info:

MithY:

a scris:

ma gandesc sa facem in colaborare un comercial title Smile imi place ca are si alpha channel, engineul, e cam suficient.

Stiu ca e greu dar nu e imposibil sa implementezi HLSL, cauta documentare si incearca, sau vezi tu.

Nusthiu cum ar merge scriptingul, si daca s-ar putea imlementa Normal_Map sau Bump_Map, poate ca ajuta catva directX SDK


Are HLSL si multe altele, totusi 7 ani ... Smile

Read : http://7thfactor.ro/nytro_engine_specs.html

Ultima editare efectuată de MithY pe 18 Apr 2007 21:40:39; 1 editări în total

gamedev for life


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    Postat la 14 Jun 2007 12:55:20    Subiect: < fara subiect >
Rimio info:

Rimio:

Cam cand un release Nytro cu documentatie si exemple Smile ?

If at first you don't succeed, you fail.



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    Postat la 14 Jun 2007 13:25:57    Subiect: < fara subiect >
nekitu info:

nekitu:

it will be done when it will be done ( somewhere near 2098 ) Very Happy

Ultima editare efectuată de nekitu pe 14 Jun 2007 13:26:05; 1 editări în total

SpoOoOoock! Life Is Too Short For Cheap Chocolate


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    Postat la 14 Aug 2007 17:26:05    Subiect: < fara subiect >
Jinx info:

Jinx:

Nu stiu ce ai de gand sa faci cu el dar iti sugerez sa nu dai versiunea full pe gratis, ci sa faci si o versiune 'demo' cu mai putine features pe care sa o dai gratis. Parca asa au facut si aia de la Valve Software cu Half-Life Engine SDK.



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    Postat la 19 Aug 2007 19:41:11    Subiect: < fara subiect >
nekitu info:

nekitu:

Doresc sa anunt faptul ca din luna septembrie ma voi ocupa doar de acest engine, pentru a-l dezvolta pentru licentiere, si invit echipele romanesti de game development sa ma ajute sa il dezvolt cum trebuie (voi intra in contact doar cu echipe cu potential care doresc un engine puternic pentru a motoriza un joc "serios", cat mai ridicat calitativ), engine-ul va putea fi utilizat de catre echipe, free, pentru 1 proiect comercial, atata timp cat primesc feedback pentru a-l imbunatati. Engine-ul Nytro se vrea a fi un engine la un nivel undeva intre C4/Torque si Unreal3 Smile, sunt foarte serios si hotarat astfel incat o sa imi dau demisia de la slujba actuala, pentru a face asta.

Cei care doresc sa intre in acest "beta program" sa imi trimita un email la nekitu [at] gmail.com

In curand o sa fac si o pagina dedicata acestui engine (wiki/blog/bugs/tasks/gallery), cu ce e facut, ce mai trebuie facut, tech videos page, etc.

Ultima editare efectuată de nekitu pe 03 Sep 2007 19:17:08; 3 editări în total

SpoOoOoock! Life Is Too Short For Cheap Chocolate


Status:
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