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digitalmars.D.announce - Progress on DGE

reply "BLM768" <blm768 gmail.com> writes:
I haven't posted a progress update on my game engine project, 
DGE, for a while. I've managed to find the source of a major bug 
that was holding back development, and I've been making sporadic 
improvements ever since. It's still very incomplete and a bit 
buggy, but at least it draws stuff now. :)

One of the more interesting developments is an expansion of the 
collision detection system. Barring any serious flaws in my code, 
I think I'm about 3/4 of the way to having a working 
capsule-capsule sweep test, which, as far as I've seen, has been 
implemented only one or two times before. Of course, with my 
knowledge of physics, something's probably wrong, but I haven't 
noticed any major issues in recent trials (except, obviously, for 
cases that I haven't implemented). It still needs a good 
broadphase system, but I haven't figured out what I want to do on 
that front...

Anyway, if anyone wants to take a look at the current state of 
the code, it's at http://sourceforge.net/p/d-game-engine. I'll 
probably move it to Github at some point, but I haven't gotten 
around to it.

Also, if anyone has suggestions, enhancement requests, patches, 
etc., I'd be glad to hear them. I'm still not completely sure how 
to design the multi-pass rendering facilities, so suggestions in 
that area would be especially helpful.
Oct 15 2012
next sibling parent "Manipulator" <volcz kth.se> writes:
On Monday, 15 October 2012 at 20:50:09 UTC, BLM768 wrote:
 I haven't posted a progress update on my game engine project, 
 DGE, for a while. I've managed to find the source of a major 
 bug that was holding back development, and I've been making 
 sporadic improvements ever since. It's still very incomplete 
 and a bit buggy, but at least it draws stuff now. :)

 One of the more interesting developments is an expansion of the 
 collision detection system. Barring any serious flaws in my 
 code, I think I'm about 3/4 of the way to having a working 
 capsule-capsule sweep test, which, as far as I've seen, has 
 been implemented only one or two times before. Of course, with 
 my knowledge of physics, something's probably wrong, but I 
 haven't noticed any major issues in recent trials (except, 
 obviously, for cases that I haven't implemented). It still 
 needs a good broadphase system, but I haven't figured out what 
 I want to do on that front...

 Anyway, if anyone wants to take a look at the current state of 
 the code, it's at http://sourceforge.net/p/d-game-engine. I'll 
 probably move it to Github at some point, but I haven't gotten 
 around to it.

 Also, if anyone has suggestions, enhancement requests, patches, 
 etc., I'd be glad to hear them. I'm still not completely sure 
 how to design the multi-pass rendering facilities, so 
 suggestions in that area would be especially helpful.

I think your engine is very interesting! I'm myself working on a game framework for D (with some kind of engine built in). Would it be okey to port your code to my framework? It's been a while since I pushed to my public repo but you can maybe get an idea what I'm working on: https://github.com/Manipulator/New-World-Framework
Oct 18 2012
prev sibling next sibling parent "BLM768" <blm768 gmail.com> writes:
 I think your engine is very interesting! I'm myself working on 
 a game framework for D (with some kind of engine built in). 
 Would it be okey to port your code to my framework?
 It's been a while since I pushed to my public repo but you can 
 maybe get an idea what I'm working on: 
 https://github.com/Manipulator/New-World-Framework

Go right ahead! Some of my own code (especially in the collision detection department) is based to some degree on others', so I guess it's my turn to share. If you run into anything that could be made better or given better documentation, let me know. Of course, I don't think that much of anything is documented right now...
Oct 18 2012
prev sibling parent "Henning Pohl" <henning still-hidden.de> writes:
FYI: https://github.com/hpohl/ext

But I won't work on it further, I think. Indentation is a bit 
messed up, because I switched from tabs to spaces.
Oct 19 2012