[Project Presentation]PeakEngine
Hello gamedevs,
My team and I have started to develop a new next-gen engine called PeakEngine. PeakEngine is an entity based GameEngine which supports complex physics, graphics, sounds and networking.
Our project site is: peakengine.sf.net
The engine is controlled by *.ini files and LUA-Scripts and the engine is written itself in C++. Of course the engine is platform indepent. At the moment it runs on Windows and Linux. MAC OS X wasn't tested yet but it should work , too.
I ve started this post because the engine needs more developers. I ve made a list of the current features(Please mind that the engine is in very pre-alpha version):
Entity:
- Entities are an interface between the graphics component and the physics component (For example when the physics component moves 10 units right, the graphics component follows)
- INI-Files are used to define the basic behavior of an entity.
- You can simply implement special physical behavior using LUA-Scripts.
- Entities also contains a sound component.
- Of course you have got direct access to the specific components (SceneNodes of the graphics component, Bodies of the physics component)
Maps:
- Loaded from INI Files. We will probably replace this with XML soon.
- A map can contain entitys (dynamic objects) and static objects.
- A terrain loader is already implemented and works fine.
Render:
- Uses Irrlicht or Horde3D (wip).
- DX9,DX8,OGL,APPLE SOFTWARE RENDERER,IRRLICHT SOFTWARE RENDERER and Horde3D OpenGL Renderer
- Particle effects were wrapped sucessfully and tested.
- Dynamic model and material loading.
- Most of the features of the Irrlicht SDK are supported.
Physics:
- ODE is used as Physics Library
- Trimesh,Cube and Sphere collision is already implemented.
- Supports most of the joint types of ODE.
- Bodies are fully supported.
- Good physics->scenenode interface with entitys.
Network:
- Working client/server system.
- Broadcasting in local networks.
- Entitys communicate with EntityVariables(this becomes more clear if you use the engine)
- The engine entity system sends positions etc., so the user doesn't have to care.
- ENET is used.
So that are the current features of our engine. (stable version v0.0.1)
Our todo-list is still long and so we search more devs for this project. A example game is planned , too. I hope you like the engine concept. For more info: Visit http://peakengine.sf.net.
If you are interested in coding or using the engine:
If you are interested in coding:
ICQ:(Spy32) 482-063-577
ICQ:(Phoenix) 306-214-707
Jabber:(Phoenix) phoenix64@jaim.at
IRC: irc.freenode.net Channel: #peakengine
Best regards,
Spy32
Is nobody interested in the engine? Let me say that the engine is Open Source and that we "engage" every developer who can programm in C++. You needn't to be a "god-like"-dev.
You are invited to tell use your opinion about the engine
An additional info: The team members are all german , so it isn't a problem if you can't speak english. ( I can't speak english :-P )
You are invited to tell use your opinion about the engine
An additional info: The team members are all german , so it isn't a problem if you can't speak english. ( I can't speak english :-P )
This section is more for help and questions about Game Programming. I suggest you post in the Help Wanted section and format to the mandatory posting template (the template is in a sticky). You will probably find some help there.
This topic is closed to new replies.
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