Dark Omen Games

Engines

RandomChaos 3D Engine Major Change

by Nemo Krad on May.05, 2009, under Engines, RandomChaos

 

OK, have been helping out a friend with some collision detection, and in doing so, found that my current collision system is not up to scratch. So, I am going to implement the new collision system I have come up with so Killer Core may be a little delayed, you never know though…

I can’t take any credit for this, all I have done is implement code from a white paper into XNA. I would not have even looked at this yet and had it on the back burner, so a big thanks to James for giving it focus :)

As you can see from the clip, it’s still early days..

-Nemo

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Anarchy Engine – It’s Coming…

by daphydthebard on Feb.13, 2009, under Anarchy

Well….

It’s been a long time since I’ve posted anything on any of the DOG blogs or forums, and that’s mostly because I’ve been hard at work on the Anarchy Engine.

I thought I would just drop a quick update on the progress of this project.

Basically, the Anarchy Engine is currently in it’s 3rd revision (in-line with the 3rd version of XNA) and is shaping up to be a very powerful game-creation tool.  The engine has a lot of great features out of the box, including:

  • Deferred Rendering
  • Multiple Light Types; Spot, Cone, Directional (and sub-types, such as flickering, pulsing, etc).
  • 4 Stage Rendering PipeLine – Geometry/Depth/Normals, Lighting, Scene Composition, and Post Process (all fully automated!)
  • Diffuse, Bump, Specular, Reflect, Glow for all Models
  • Custom Model System, including Milkshape Importer, World of WarCraft Importer
  • Full Animation support – including skeletal control and rendering, animation blending – all automatic
  • Full Object-Aligned Collision Detection System – for both static and animated models :-)
  • Infinite Terrain / Water with multiple textures, fully integrated into lighting system / rendering pipeline
  • Powerful level mapping system, allowing fast and flexible creation of building interiors for FPS/3PS games
  • Post Processors (bloom, depth-of-field, blur, etc.)
  • Particle System
  • Physics (when Charles pulls his finger out his arse and get’s this finished for me!)

So as you can see, I’ve been quite busy.  Once the engine is stable, I’m going to sink my teeth into a couple of game projects I have in the pipeline.  I have plans to add even more powerful features to the engine, such as ragdoll physics, but this is still blue-sky at the moment and will not be in the initial release of the engine.

I plan to release the engine to the community once I stable working build, with some tutorials / documentation on it’s use.

Laters,

Daphyd

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