GEKvX Engine

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2 comments, last by xycsoscyx 17 years, 10 months ago
I have finally had some free time to work more on my engine, and finally have posted the source code. I don't have a precompiled binary, but I do have a full source code release for the project. I have been focusing more on the graphics and rendering lately, but I have finally gotten back to the physics and interaction. I will be updating the demo and posting things as they come, so I figured I'd post here and see what people think. You can get the demo from my homepage, http://www.hourglassdesign.net, under the Engine link on the menu. The demo is a full source release, but I have not posted a binary release yet (currently I am using textures from Doom III, but I want to find textures that I can freely distribute for a binary release). I have instructions on how to extract the resources from Doom III if you already own it, though. Like I said, though, this is a full source release, including the code for the Logic module which uses Newton Dynamics Library for physics. Currently, I am working on a full rehaul of the engine, this has allowed me to better integrate Newton into the logic part of the engine, as well as greatly stabilizing the engine itself. In the demo, you can press Space to place a brick (the position being traced through the scene and placed at the first hit), and Left Control to fire a brick (from the current location). The chains are fully dynamic using the ball/socket joint, the door is linked using two hinge joints, and the bricks/crates are rigid bodies that interact with everything else. Next step is to implement character control, and then I want to expand the level a bit to show off more things (I want to add water reflections with a pool, along with bouyancy for objects in the pond).
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I finally have a binary release available of the demo, with some textures so it looks how it's supposed to look. :) The demo is linked on my site, under the Engine section, but here's a direct link.

http://www.hourglassdesign.net/demos/GEKxDemo.zip

Just extract it and run the system.exe file located in the Release directory. Leave the Data and Save directories blank to use the default (the directory local to the executable itself), and enter Test as the game module (it's the only module available currently).

In the demo, you can use the mouse to look around (a bit rough at the moment), and arrows or WASD to move. Press L-Control or Left Click to fire a brick, and Space or Right Click to place a brick (it traces a ray, finds the first hit, and places the brick there).

In the system.cfg located in the Release directory, you can enable or disable Shadows, Fog, and Mirrors (just added those). Keep in mind that those are a bit complex and not optimized yet, so you'll need a nice system to enable all those at once (though one at a time seems to yield decent performance). Currently, I have the framerate fixed to 10 FpS because it simplifyed things considerably, so in case you're wondering why it's not pumping out 400 FpS, that's why. :D
I get:
System: Unable To Load Video Library
File: IGEKSystem.cpp
Line: 109
Did you extract everything, preserving the directory structure?

Demo
- Data
- Release
-- plugins
-- system
--- audio (DS.dll)
--- input (DI.dll)
--- video (Direct3D.dll)

Also, if you edit system.cfg, make sure to leave the [video], [audio], and [input] sections alone, change those settings via the opening dialog. The engine will look for it's system dll's in a relative directory (for video, it looks for .\system\video\[video:module].dll).

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