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My Engine/Game Source

Started by rpg_code_master 10 replies 3.2k views
Original Post
rpg_code_master
rpg_code_master
Hey, I thought I'd share with all of you my engine/game souce codes. The site is http://www.sticky-bricks.co.uk or directly http://www.sticky-bricks.co.uk/ultralight/source.html. I just thought that all of you could have a look at it, comment, critisize etc... It is under development at the moment and will be for a while as I am college which is very time consumming :( More code, demos and games etc... will be posted on it as time goes by. The engine now has been majorly updated. The current version is with the 3D Jumpy Game.
Edited by evolutional - Fixing link, BBCode tag 'URL' isn't supported - use HTML anchors instead :) [Edited by - rpg_code_master on January 27, 2005 7:50:14 AM]
Martin Foerster
Martin Foerster
Screenshots???

I don't think many people will download 45MB that easily without knowledge of what to expect.

I'm downloading it anyway, hope you have no particular reason to don't show any shots ;).
There are 10 kinds of people,those who understand binaryand those who not.
Saruman
Saruman
Here is the fixed link for the lazy people.
Martin Foerster
Martin Foerster
It's a pitty.

It crashes due to a software exception (int 3).
Since there is no debug information linked in, I cannot tell what exactly went wrong, but it was pretty deep inside the stack.

Ma configuration:

Win2000 Professional
Athlon 1000MHz
512MB DDR-RAM
ATI Radeon 9000

There are 10 kinds of people,those who understand binaryand those who not.
TimChan
TimChan
hi friend, i'm working with something like ur engine :)
i'd like to know how long you take to done such a game engine
rpg_code_master
rpg_code_master
There are demos and games that have been developed along the way soon to be uploaded.

I'm sorry about the messyness of the files. That is all to be cleared up.

For all of you who are not sure what to expect from the dowloads, what you are downloading is my engine source code at it's current development stage. In the bigger files, you are downloading in the Visual Studio project, the engine resource and the engine runtime time files. You are able to download most of these file individually. All will be avalialbe soon.

Martin Foerster, the problem you are facing is most likely a 'TDF' error. Please check ErrorLog.log in the 'Run Time' directory. If this does not point you to the error (which it should), could you post the error message you recieve. Always nice to see new bugs! Thanks.

TimChan, the history of this engine is quite bizzare. I'll create a history page on the site and let you know when it is done :) But about 1.5 years.

ps. Thanks evolutional for the url tag input
Martin Foerster
Martin Foerster
ErrorLog was empty -> It did not run that far. ;)


Message of this 'gracefully' handled error:
"You are trying to retrieve a singleton pointer that is not in existance."

The Assert is at:

"c:\documents and settings\r..\desktop\...\util.h"
"Line 99"

If you need more information regarding my software/hardware, since I seem to be the only one encountering that exception, drop a line.

OK...hope that helps.
There are 10 kinds of people,those who understand binaryand those who not.
rpg_code_master
rpg_code_master
Have you downloaded all of the plugins and the config files etc... and placed them in the run time. Not all of those get validated yet. If you look on the new developers log, you will see that config file validation is on my things to do list.
Martin Foerster
Martin Foerster
ok...I'll take a look
There are 10 kinds of people,those who understand binaryand those who not.
rpg_code_master
rpg_code_master
Just thought I'd say I've uploaded some of my tools to the site too. There on the source page. :D
rpg_code_master
rpg_code_master
YAY, I have now cleaned up the downloads and added a readme to most of them where they are needed. The downloads are also ALOT smaller, like 33% smaller!

Sorry about the previous inconvienience.
rpg_code_master
rpg_code_master
Hey, so are there any comments on the engine so far?

I am currently working the graphics API and am planning a new mesh class that has three components. These are CRenderMesh, CCollisionMesh, CDeformMesh. These all hold the same mesh but they optimise the mesh data for the named purpose.

Any ideas on this. I was thinking of sharing the VB but that would not enable the optimisation. So I thought I could copy the mesh data into each component and optimise it accordingly. Then the CDeformMesh component would update the mesh data then re-optimise it. This component also handles things like mesh LOD etc...

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