deCore & lite engine

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DualEntity

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May 28, 2012
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#1
This thread will mainly be for posting small discussion based and picture updates about my engines central core library, the engine itself and possibly even pictures of things that get made with it.

Note: This is a programmers engine, not suited for a content developer. :lol:


So before I post any pictures, here's a brief description of what everything is.

lite engine - 2nd iteration
Language: C/++
Additional Dependencies: SDL, OpenGL, OpenAL, deCore
Description: The first iteration of this engine was poorly written and used SFML (fairly bulky) for the purpose of its multimedia library.
This iteration of my game engine was written bearing in my mind that I wanted this to project to step towards using as many little dependencies as it required, while keeping it a fully capable and powerful 2d/3d hybrid game engine.
I pretty much refuse to use the C++ STL for fear of code bloat, and often tend to rewrite a lot of that code myself in C style (which is actually a part of deCore).

deCore (DualEntity Core)
Language: C/++ (Mainly C), Assembly (very little)
Dependencies: None
Description: This handles all generic engine functionality such as basic physics, data structures, custom loaders for multiple types of image and sound data, as well as a large portion mathematics for the 3d portion of the engine ( such as matrix math, dot/cross products, normalizations and all that jazz ).
 

DualEntity

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#2
Here's an example of my engine's previous iteration for a small 2d puzzle game prototype, which works a lot less efficiently than in the new iteration.


...and here's an example of my current iteration of my core and engine producing some basic 3d landscape without objects; drawn via GL_LINES for the sake of seeing the polycount a bit easier. It's still highly unoptimized as I just recently started getting into the rendering of 3d graphics.

 

DualEntity

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#4
Thanks, Rian! I've been doing a bit more work and managed to get the normals calculated for the terrain that gets generated. I also messed with simple meshing and getting a basic 3d camera set up.

I also did some testing with rendering the terrain in low poly/high poly mode