Latest GameEngine Activity
New release with various fixes, improvement for translations in projects, improved ToneMapping/Bloom and more:
- Drag[en]gine: Added tone mapping controls for camera resources.
- Drag[en]gine: Added support to set default value/vector for ani…
We are pleased to announce the release of Matali Physics 6.4, the significant step on the way to the seventh major version of the environment. Matali Physics 6.4 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Sound and Matali Games module…
The resource in ECS is generally meta-information, a proxy for the concrete resource. That is, in many systems a resource the developers see as a Mesh, Material, Sound, or similar resource they can attach to an object in their Inspector or other editor isn't a reference to the actual mesh, the actu…
I second Juliean,
To me the meshdata isn't an actual game data, it is just an asset like a texture of some sorts. It should then be loaded, stored and destroyed only by the associated library. Graphically-wise (just made that up) your components are just here to keep track of what's happing in the s…
Alberth said:
a light breeze said:
How do you define scripting language? I define it as a programming language that does not require a separate compilation step.There are **very** few language definitions that define how to build an implementation. For example, while C is typically compiled as a sepa…
I'd like to invite everyone to check out latest improvements and progress on Esenthel Game Engine.
Engine Link - https://esenthel.com/
Latest Progress Video, showcasing my game in development - World of Esenthel
Please share & donate if you can - https://esenthel.com/?id=store&cat=1
Please let…
Sorry for the super delayed response guys, I wasn‘t notified about your replies for some reason :(.
For the sake of completion. I found the answer on the Real-Time Collision Detection book and basically it says what @aressera said “2. Transform the AABB from local to world space…”. The book comes wi…
I am ArhiTech
outside of the toolkit that must be written for a specific game by the developer himself on Unity,
the average game will not fly up
inside any engine there will be portability problems and coding problems, and a labyrinth of code and links
the problems described by you and other developer…
We are pleased to announce the release of Matali Physics 6.2, the first step on the way to the seventh major version of the environment. The latest version brings changes necessary to implement effective navigation and wayfinding algorithms as well as complex AI behaviors, including group behaviors…
Regarding linked lists, the performance impact of iterating over a few systems once per frame with a linked list is negligible unless you go out of your way to perform unnecessary work (e.g. traversing all elements of a list repeatedly from the beginning to access elements by index).
The data …
So a couple of months ago, my friend and I both wanted to work on some sort of programming project together. We both work in software engineering but come from different backgrounds, I studied a BSc in Games Programming and he studied a BSc in Computer Science. Our idea was that we wanted to essent…
Two little せいれい is living inside my head.
One of them recommends to pipelinize the rasterization even more. Try reorganizing the commands, try searching things that can save you one or two clocks everywhere, do everything you can again and again, and everything will sort out itself.
The another one s…
We are proud to announce the release of Matali Physics 6.0, the sixth major version of Matali Physics environment. The latest version introduces groundbreaking changes both from the technical and functional side, moving Matali Physics environment to direct game creation solutions.
What is Matali Phy…Howdy, folks! I'm looking for folks interested in helping me work on a game engine project.
I'm the founder of Elaztek Studios and, thus far, the sole developer of the Blamite Game Engine. I've been working on it semi-consistently since 2019, and as much as I'd love to, I've yet to find anyone willi…
I can't say I know anything that fits the description, but G3D was a pretty nice rendering engine from the 2000s. It was used by ROBLOX as its main OpenGL renderer.
It's still around, but if you want to use the old versions you might have to dig out visual studio 2005.
We have ported our Automatic Adaptive Mesh Refinement System to background threads. Scene navigation on main thread now suffer no lag at all. Try it out: https://www.otakhi.com/petridish?load=17206
@frob Wow I got to say, you're completely right! I reconstructed the whole system to reference the interfaces and it works beautifully! Now I just have to finish restructuring everything so it makes sense because I just made a lot of hacky methods as a proof of concept.
I do appreciate your he…
@Dirk Gregorius Our work focus is mainly on engine and tools development. nrgcore.com is not a game developer power house ?
@esenthel Those are som fast hands!
From what I understand, Kickstarter itself is often used as a marketing platform for finding investors/maximising Steam sales upon release. I guess a surefire way to get people onto your Kickstarter is to start some community with your fans and start interacting w…
I think that's enough for this thread. Locking. Start a new thread if there's more that needs to be said. Let's try to get along.
Metalcactus said:
no-code
Sorry but game development is done by Artists, Audio People, Designers AND Programmers. There might be some simple do-my-game-idea-for-me solutions but you will never ever have a specific, possible AAA game be made in this kind of solutions. You might get somewhere but spend…
- Node-based material graphs with the visual editor
- New water system with individual control over each wave
- Advanced data compression for Landscape Terrain
- Sandworm tool upgrade: online GIS sources, distributed generation
- Extended …
Gnollrunner said:
It definitely solves a technical problem nicely.
Game players / buyers don't have technical problems, though. That's my whole point!
Just run the napkin math: Assuming you have a 4km x 4km area to fill with compelling content, how many artist-hours does that take to build?
If you're b…
I would highly highly highly recommend Game Code Complete 4! It goes over many many aspects of game engine creation in C++ (Audio, Resource Cache, Rendering, Physics, Input, Scripting and then some). On top of that, it discusses making a game editor in C#. It's the best book I've seen for game engi…
Esenthel Engine huge update - Switch, vs Unreal/Unity, SuperRes, AO, MotionBlur, Bloom/Glow/Emissive
Esenthel Engine - http://esenthel.com/ - the Free and Open Source Game Engine
Just got a Huge Update:
#1) Nintendo Switch™ supportEsenthel Engine Nintendo Switch™ support is now complete and available to all Nintendo Authorized Developers.
Download Esenthel Engine from - https://github.com/Esenthel/Es…
DevReign said:
It's not clear to me which is the simplest fundamentally correct solution that results in a clean program and accomplishes what I require.
Was offline for a few days, so the answer is a bit delayed.
What that means exactly depends on the game. Basically, the goal is to have all cases in…
Esenthel Engine the free and open source game engine is getting Nintendo Switch support.
Support is near completion and will be finished within a few weeks.
Let's make some games!
Join us at:
We are pleased to announce the release of Matali Physics 5.7, another significant step on the way to the sixth major version of the environment. Matali Physics 5.7 introduces:
- Support for Universal Windows Platform on Xbox Series X/S
- Support for Android 11 and Android TV 11
- &…
jMonkeyEngine (JME) is a modern developer friendly game engine written primarily in Java.
In this first part, we learn how to install JME and setup our first project.
Hi all! Today we are going to make the level editor build our game code and load the DLL into the editor.
NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D/2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowed ap…
NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowe…
Hi all,
I have a short new video about the game engine that I write at home during my free time.
I want to make a game with it one day.
I hope you like it, Cheers ^_^
https://www.youtube.com/watch?v=tYXqJyf3bQ4