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FPSC Classic Product Chat / LightStormEngine - Development Thread

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Red Eye
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Posted: 20th Oct 2011 19:58 Edited at: 5th May 2013 16:02


LightStormEngine - Development Thread


Main Developer:
- RedEye

Lightstorm Engine:
- Game Engine/Editor with support for maps made with FPS Creator.
- Coded in C++ / DirectX (using DarkGDK 2.0)

Credits:

- Marc Steene -> Scripter | Beta Tester | Creator of the Video-per-Feature Log
- Robert Knox (knxrb) -> Added code to initialization in FPSC-Game.exe to start LightStormEngine.exe | Beta Tester | Kindly cleaned up and formatted the first post.
- Maxi (Black Profductions) -> Beta Tester | LightStorm Engine Logo Design
- s4real -> Advisor | Beta Tester

Dear FPS Creator users,

Recently I have converted the whole engine to DarkGDK 2.0 (altough I can still compile in DarkGDK 1.0 would that be needed). It's now "module based" which means if people would like to contribute with code, they can work on one module and upload that to LightStormEngine, while keeping the engine Closed Source (this because an upcoming GameKit by knxrb). Now that the engine is module based does of course have other advantages: easier to optimize, neater code, not dependable on other modules (kind of an API).

Features:

: Done
: Work in Progress
: Concept
: Postponed

Loading FPS Creator Data
- Static Data
- Dynamic Data
Powerful Engine Debugger
- Lua Debugger (Very informative errors, ex: "error ',' line 3 script: test.lua")
- Module Based Error Reporting
Replaced FPI with an Lua Engine
Menu Manager
- Menu Transitions (Fade, Slide Up/Down/Left/Right)
- Infinite Menu Screens
- Infinite Menu Buttons
- Hover and OnClick change image (optional).
- Extra GUI components, (sliders/checkboxes).
GUI
- Menu GUI Components (sliders/checkboxes)
- Animated 2D Components
3D Sprites/Decals
- Uses as many images as provided.
- Is treated through the Entity Manager, this means it is an entity. (Physics, Scripts etc)
Particles
- Engine loads particles by reading it's property from a XML file.
FPS creator Modules (these are core features: triggers, etc.)

I will be back later to finish this list, with more details and another video.

Lua Command list:


Video per Feature(s) Update Section:


Marc Steen has been doing a great job by creating a video-per-feature(s) log.
Here you will find the videos embedded and a link for more information.



1. Binding Camera to Limb | Click here for more information on the video.
2. GodRays & Physics | Click here for more information on the video.

FAQ:

- Isn't this against the FPS Creator source code licence?

Quote: "Quote taken from the FPS Creator source code licence agreement: "rem Used Under Public License:
rem 1. You CANNOT make 'game creation' or 'level editor' software with this code
rem 2. You CANNOT make a 'game engine' for the purpose of selling it as an engine
rem 3. You CAN make a GAME with this source code for the purpose of selling it""


The above shows that the Lightstorm Engine does not break the licence agreement, as I have not used any code from the FPS Creator source code given out by TGC.

- Is this the next FPS Creator?

No. This engine has nothing to do with the current engine made by TGC.

- How does it run your games?

The current version allows you to design your game in the map editor, then when you go to test game it automatically loads the game up in the LightStorm Engine.

- Does it come with an editor?

No, but the loading system can be very easily be added to other editors. I can imagine people needing an XML output of FPS Creator's FPM files.



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anayar
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Posted: 20th Oct 2011 20:25
If this is what I think it is then... Im wowed, amazed and startled by what youve done Redeye! Simply amazing work!

Cheers,
Anayar


For KeithC
Dark Frager
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Posted: 20th Oct 2011 20:37
Amazing, just amazing.

"I guarantee you'll miss me, 'cause you changed the way you kissed me." www.youtube.com/TheDarkFrager
Spare 2 seconds of your life and subscribe to me please.
GreenDixy
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Posted: 20th Oct 2011 20:38
this is wicked great job as always cant wait to see the finish product

======================================
My software never has bugs. It just develops random features.
JRH
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Posted: 20th Oct 2011 20:52
Nice... I was doing some work on a replacement engine for FPSC for netbooks (FPSC is bulky). Now, I don't have too XD

Nice one
Dark Goblin
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Posted: 20th Oct 2011 21:43
Hey red, I would love to test it to.
You can reach me under my email.

heyufool1
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Posted: 20th Oct 2011 21:47
Looks awesome! From what I've read I have only one concern, the use of DarkPhysics. Since you're already using C++ I would think it be better to implement the PhysX directly into your engine without using DarkPhysics. From what I've seen, DarkPhysics isn't the most reliable or updated extension. Just a thought

"So hold your head up high and know. It's not the end of the road"
Switch Game Engine
Red Eye
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Posted: 20th Oct 2011 22:15 Edited at: 20th Oct 2011 22:15
Thank you for the comments. Love all of them.

@Dark Globin: Currently only a conceptual alpha is given out to the person mentioned in the first post. But 2 extra eyes would be great when the beta is released.

@heyufool1: I think you are completly right! I will certain check it out. I haven't even decided if I go on with using DarkGDK, lee emailed me back with alot of advice, I quote (if I may Lee?):

Quote: "P.P.S. Long-term, have you thought about writing it in Java + OpenGL? It would effectively allow you to run your FPSC game engine in a browser, running at OpenGL hardware speeds. The effective audience for games created in the new FPSC flavoured engine could run almost everywhere (iOS, Mac, Linux, tablets, phones, anything with a decent browser) Worth a stray thought."

...and...
Quote: "potentially tap into new technology such as DirectX 11/12, PhysX, advanced shaders"


Some bits and bytes from the email with alot of advice and tips.

For some advice it would require me to learn a complete new library, altough it would be totally worth it. So I am still thinking about it.

Ched80
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Posted: 20th Oct 2011 22:45
Nice job red-eye and co. This looks like a really interesting project. How long has it taken you to get this far?

Are you planning on selling this? if so, what price bracket are you thinking? ÂŁ50? ÂŁ100?

If you need any help creating scripts, I'd like to think I'm reasonably good at that sort of thing.

Flatlander
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Posted: 20th Oct 2011 23:00 Edited at: 20th Oct 2011 23:01
Looks good Red eye. LUA is a good scripting language and is excellent for doing RPG stuff. Are you going to allow the user to create their own LUA scripts or will it be confined to the commands you want to use? I have unity for DBPro which contains LUA. I've been trying to figure out how to utilize it but gave up. Not enough time nor brain power.

FAQ:
- Isn't this against the License of FPS Creator Source Code?

As long as the user needs to purchase FPSC to use this then Lee is OK with it.

Lee has personally told me this:

Quote: "I am okay with users selling their mods as long as they sell it to the FPSC community and that mod needs the main FPSC software to function."


I assume this would also be the same with another engine. I see that you start the new engine from within fpsc-game.exe which is the FPSC game engine.



Use RPG Mod and create a world filled with adventure!
Red Eye
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Posted: 20th Oct 2011 23:33 Edited at: 20th Oct 2011 23:35
@Ched08: Thanks, for now around a month full with school stuff. Lua is expanding every day, so is the command list for the engine, eventually everybody will be able to contribute with the integrated plugin system. I have no idea how much it will cost, and I have no plans for this either, yet.

@Flatlander: Thanks! Lua on it self has amazing alot of features. I add extra commands to the Lua parser, so the user is able to lets say program an algorithm and control the entiy sytem. Here is an example of a script called: weaponglow.lua mimicing weaponglow.fpi .



Note that the engine handles one script each entity.
This means each entity has initially 2 modes. Mode ONE is the initialization mode, and 2 the Loop/Cycle Mode. After that you can set all kind of modes, lets say you want a destroy mode you would do: setEntityMode(3); and then you check when entMode is set to 3. A very flexible system.

mgarand
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Posted: 20th Oct 2011 23:40
i waited long for this mate! good job

SH4773R
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Posted: 20th Oct 2011 23:41
FINALLY! Good work Red Eye.

fallen one
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Posted: 21st Oct 2011 01:13
I am a bit confused as to what this is, though I will say, the idea of a web browser version and being able to make fpsc levels in iOS would be awesome.


Red Eye
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Posted: 21st Oct 2011 01:21 Edited at: 21st Oct 2011 01:21
Thanks mgarand and SH4773R!

Quote: "I am a bit confused as to what this is, though I will say, the idea of a web browser version and being able to make fpsc levels in iOS would be awesome."


This an Game Engine allowing you to import FPSC levels. Altough currently you can run it alongside fpsc! this means you can directly test your game made in fpsc in the engine. It is programmed in C++, and thus running at C++ speed giving it an imense boost in performance. I hope I made myself clear but dont know for sure my first language isnt english. Maybe the first post now becomes more clearer. The possibility of iOS and so on is possible for example if we move to Java+OpenGL or Ogre3D. I would say Ogre3D as I am a bit comfortable with its architecture, structure and style of programming.

uzi idiot
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Posted: 21st Oct 2011 01:27
This looks very interesting.


Mental Stability is over-rated!
Rampage
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Posted: 21st Oct 2011 03:11
I applaud you Red Eye.

Regards,

Max
VaMpIr3
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Posted: 21st Oct 2011 03:12
I'm sure with the cool features of this people just want to beta to see all these cool features,
But I understand what it means to beta test something, You're not supposed to be like "OH KEWL SHINY STUFF!" You're supposed to be finding as many bugs, as many glitches, and as many not-good things you can in it so they may be fixed for a public release, Be it a public beta or full release, The developers will still want something that isn't bugged to be released to the public.

With that being said, can I beta?

3D Texture Artist
xplosys
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Posted: 21st Oct 2011 04:06
Quote: "You're not supposed to be like "OH KEWL SHINY STUFF!""


Now you've hurt my feelings.

Anyway, the reasons I stopped developing with this are performance and compatibility - not features. You've addressed performance, what about compatibility? Will this - when actually able to run the games - make them more stable and run on more systems and configurations/hardware?

Brian.

Flatlander
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Posted: 21st Oct 2011 05:27 Edited at: 21st Oct 2011 05:27
Brian, the lumps are in the pudding. No, that isn't it. I suppose if there are lumps in the pudding then it's not working. The eggs are in the pudding. No, that's not it either. Milk is certainly in the pudding.

OK, I think I got it. The proof's in the pudding. And it should be at least 98 proof.



Use RPG Mod and create a world filled with adventure!
Beno09
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Posted: 21st Oct 2011 11:51
This is great, really great. I wish you luck and I hope that you will finish all this hard work
Red Eye
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Posted: 21st Oct 2011 13:15
@Rampage: Thank you very much.

@VaMpIr3: Maxi is the Beta Test Leader, it's up to him if he thinks he needs help beta testing. And you are right, Beta Testing is indeed, especially in the current state very important and a difficult job.

@xplosys: Hey there! We didn't do any benchmarking tests, so I cannot say about its compatibility. Yet I strongly believe the better the peformance the greater the compatibility is. This will increase even more if we go Ogre3D.

@Flatlander:
Quote: "The proof's in the pudding."


True. Benchmarking needs to be done.

@Beno09: Thank you!

gendestroier
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Posted: 21st Oct 2011 16:58
HAHA... bye bye low fps...

great job mate !

mods for creating a inteligent game,at least
firelord
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Posted: 21st Oct 2011 17:43
ok so basicly we build levels in fpsc and then use lightstorm to run the .exe
have i got that right..this is sweet no more low fps....so when can we expect to be able to use lightstorm....is there a full detailed feature list..i did see the first post..just want to no more....thanks..
KeithC
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Posted: 21st Oct 2011 18:28
For those wondering; I've asked Lee about this, and he's said it's fine with him as long as it's not sold with a copy of FPSC (should be obvious, but had to be said). Looks very interesting; I'd like to see what people do with it.

-Keith

Red Eye
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Posted: 21st Oct 2011 22:07
Quote: "ok so basicly we build levels in fpsc and then use lightstorm to run the .exe"


No. You build your level in FPSC and then Lightstorm will be activated upon you click OK when yuo want to test your game.

@KeithC: Thanks for clearing that up! Yes the version will need a bought version of FPSC.

rolfy
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Posted: 21st Oct 2011 22:11 Edited at: 21st Oct 2011 22:14
Quote: "
Currently you can simle create your game in the editor, and when you hit OK after FPSC loaded the test level it automatically loads the game up in the LightStormEngine"




Just one question.
Will this only run test games?

Red Eye
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Posted: 21st Oct 2011 22:14
Quote: "Just one question.
Will this only run test games?"


No. The current version of the engine is able to run both test and build game.

rolfy
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Posted: 21st Oct 2011 22:16
Quote: ""ok so basicly we build levels in fpsc and then use lightstorm to run the .exe""


Quote: "No. You build your level in FPSC and then Lightstorm will be activated upon you click OK when yuo want to test your game."


Just the above statements confused me

knxrb
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Posted: 21st Oct 2011 23:40 Edited at: 21st Oct 2011 23:50
Quote: "Quote: ""ok so basicly we build levels in fpsc and then use lightstorm to run the .exe""

Quote: "No. You build your level in FPSC and then Lightstorm will be activated upon you click OK when yuo want to test your game."

Just the above statements confused me"

In the current version you create your level with the FPSC MapEditor by placing objects, assigning scripts, placing lights etc.. Then when you hit test game Lightstorm Engine takes over from FPSC and takes the level you've designed with FPSC and shows it in Lightstorm.

knxrb
BlackFox
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Posted: 22nd Oct 2011 00:15
This looks very interesting and promising from the examples you have shown. We hope it will be a great success for you.

Just one question. What version of FPSC will this work with? Some people still work in FPSC v1.16 and v1.17, and others work in v1.18. Will this allow people to use v1.16 and up, or just v1.18 and up?


Twitter: @NFoxMedia
starmind 001
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Posted: 22nd Oct 2011 02:16
How about a video on how it all works? Just to clear up any confusion.

Black Profductions
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Posted: 22nd Oct 2011 03:59
Quote: "How about a video on how it all works? Just to clear up any confusion."

Seeing all the confussion this is generating i will explain how it works so everybody can understand it
You use fps creator as the map editor, you place the entities, segments, lights, player starts, everything on the map editor
Then when your going to run the game, you press the test level button and lightsorm engine loads the game instead of the fps creator engine
Sorry for my english and grammar, i am not a native english speaker but hopefully this post will help people understand how this works
Thanks a lot for the support you guys have been giving this project, it is really motivating

TheVoxyn
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Posted: 22nd Oct 2011 06:33
This looks amazing! Any ETA on when this will be done? I only ask because I see most of the things in the OP have checks next to them besides the physics and fullscreen shaders. Also, if this is going to be running PhysX are we getting better ragdolls?

THIS IS A SIGNATURE. I swear.
maho76
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Posted: 22nd Oct 2011 11:13
sound very promissing when working on the readybuild games, too.

how much performance boost we will get according to original fpsc?
i am using wasp-mod atm, also 80% for the boost. will this be compatible, or does lightstorm only work with vanilla fpsc?
Red Eye
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Posted: 22nd Oct 2011 12:19 Edited at: 22nd Oct 2011 12:23
Quote: "Just one question. What version of FPSC will this work with? Some people still work in FPSC v1.16 and v1.17, and others work in v1.18. Will this allow people to use v1.16 and up, or just v1.18 and up?"


Thanks mate, and it should work with any version of FPSC-Game.exe (a matter of compiling the other sources with our code). But I recommend you using the latest one, the editor is at his best there.

Quote: "This looks amazing! Any ETA on when this will be done? I only ask because I see most of the things in the OP have checks next to them besides the physics and fullscreen shaders. Also, if this is going to be running PhysX are we getting better ragdolls?"


There is not date set when we the first beta is out for public. This thread serves to see if I would continue or not creating this engine, and I am pretty much sure I will continue (seeing the comments) and the email from Lee. He adviced me to go OpenGL, yet I have choosen Ogre3D which runs on OpenGL / DirectX 9 / DirectX 11 . This will increase the possibilities to ... endless. This means I have to invest time in Ogre3D, I have already begun. The whole LoadingSystem has been converted to a nice layout for Ogre3D.

The other features that need DarkGDK, will be redone or converted as far as it is possible.

So the date is not yet set.

And to come back on the Physics, Adam Hersh (heyufool1) adviced me kindly about using newest Physics system, so we will indeed switch to a new Physics system [ a better updated one than DarkPhysics], we will be using the OgreBullet Physics [ Bullet Physics ].

@Black Profductions: Thank you for clearing this up. Maybe there is a chance of creating a video? - I will send you the latest version.

Quote: "how much performance boost we will get according to original fpsc?
i am using wasp-mod atm, also 80% for the boost. will this be compatible, or does lightstorm only work with vanilla fpsc?"


Thank you for being interested. Yes the engine works on builded games too.
We have yet not made any benchmarking tests, we will soon with our new techdemo and using Ogre3D.

Any mod is compatible with the engine (the creators just need to ask me the code to be able to switch to the engine).

Note that only the initialization of the "building/testing"-part of the mod will be used. From there the engine takes over.

@All: I hope this good news, at least it is for me.

Red Eye
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Posted: 22nd Oct 2011 13:59 Edited at: 5th May 2013 16:05
Here is a very very simple layout of how it works, for both BuildedGame and TestGame.

Testlevel Game:



Builded Game:



Cheers,

RedEye

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KeithC
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Posted: 22nd Oct 2011 16:20
Let me know when this is complete enough to be put into the 3rd-Party App section of the Master Sticky. I assume it's going in the "Commercial App" side of it?

-Keith

TZap
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Posted: 22nd Oct 2011 17:10
Looks like a great project. Looking forward to it.
Red Eye
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Posted: 22nd Oct 2011 19:25
@KeithC: When there is a alpha release for public in the air I will contact you asap. Thanks for that offer.

@TZap: Thank you very much!

Jesper
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Posted: 22nd Oct 2011 20:56
Do you need to convert all your scripts to .Lua or does it support normal FPSC scripts(FPE) too?

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
Captain Coder
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Posted: 23rd Oct 2011 00:55
I think I see a new X10

PLEASE bring this project into fruition! In all honesty, I am a very cheap guy; if this were to be sold at a reasonable price, this would probably be one of the VERY FEW third-party programs I would actually purchase. Not that I'm commiting to buy it (who knows what the future holds?). Mr. Bamber apparently has interest in your idea as well.

This could be the thing that helps save FPSC from becoming a hobby engine!

Hey -- could we use this in commercial games?

Thanks for coming up with this!
Captain Coder

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Red Eye
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Posted: 23rd Oct 2011 01:30
Quote: "Do you need to convert all your scripts to .Lua or does it support normal FPSC scripts(FPE) too?"


All standard v1.18 standard scripts will be converted for you to an lua equivalent. Yet knxrb has come up with the idea of creating a FPI to Lua converter, it sounds great and he will tell you more about it.

@Captain Coder: Thank you so much for yuor interest! I have no idea how much it will cost yet. Yes it will be for comercial games too (if license bought).

AbdulAhad
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Posted: 23rd Oct 2011 19:42
Looking fantastic mate! One of the coolest things I have seen in a long time!

Abdul Ahad

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Posted: 23rd Oct 2011 22:03
What a beutifull engine, and using C++ wow
and basicly compatable fpsc maps and stuff.

i see the lense flare in your image and that is so nice to see.

I can't wait to see the full engine when your done
and using Ogre3d graphics engine means you can use Bullet 2.79 physics and that would be the icing on the cake, as it has better physx than Nvidia's old one.

Wow im getting exicited.
Q. what plugins/tweeks will be at hand in your Lightstorm engine as standard.

Meaning will there be settings to change the lighting, and add rain effects, water and enhancments to decals.

Apart from lighting enhancment and Lense flare, will there be geomatry/physics improvements, Like having boulders falls down when suporting item is destroyed.

Any better fog improvents or any enviament wind physics going to be added or can be added.

Any increase to game performance, Eg allow to have more characters before getting major slow down.

And most important for me, will it stop the DAM fpsc Ghost bug on characters.


Also i think this engine should be incorprated into the Next Fpsc update v19 if all goes well.

by the way i love the bullet physics and orge3d
Now where did i put my xams list so i can add this

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Red Eye
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Posted: 23rd Oct 2011 23:25
@AbdulAhad: Thanks mate, appreciate it!

@spudnick: Wow, thats a mouth full. First of all, thanks for the nice comment. And now to answer your questions:

Quote: "I can't wait to see the full engine when your done
and using Ogre3d graphics engine means you can use Bullet 2.79 physics and that would be the icing on the cake, as it has better physx than Nvidia's old one."


We are not sure yet, this thread was made to make decisions on how to proceed developing the engine. Ogre3D is an option I am looking into solutions for my current problems with it. From what I know the current Nvidia PhysX is as good if not better than OgreBullet.
Meaning if it doesn't work out we stick to DarkGDK and DirectX.

Quote: "Q. what plugins/tweeks will be at hand in your Lightstorm engine as standard."


You meant plugin system? Lua will has it's own plugin section, this allows you to develop core stuff on the low level using the core classes of the engine to create your own modifications/enhacements.

Quote: "Meaning will there be settings to change the lighting, and add rain effects, water and enhancments to decals."


If this is what you mean, those effects should be in engine already to be editable by lua.

Quote: "Apart from lighting enhancment and Lense flare, will there be geomatry/physics improvements, Like having boulders falls down when suporting item is destroyed.

Any better fog improvents or any enviament wind physics going to be added or can be added.

Any increase to game performance, Eg allow to have more characters before getting major slow down.

And most important for me, will it stop the DAM fpsc Ghost bug on characters."


The same rule here. All inbuilt into engine, and editable with lua.

Quote: "by the way i love the bullet physics and orge3d
Now where did i put my xams list so i can add this "


Ogre3D is indeed lovely , yet it's incompatibility with .x and .dbo formats frustrates me, altough we are searching for a solution it may be a problem that rotate our way to DarkGDK. The current only solution is to make a complete converter from .x to .ogrexml and use OgreXMLConverter to convert it to a .mesh. (easier than .x to .mesh directly) Yet we are still searching for possible command-line tools todo the trick.

KeithC
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Posted: 23rd Oct 2011 23:48
I believe Ogre was used in the Neo Engine as well. Let me know when you're ready.

-Keith

spudnick
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Posted: 24th Oct 2011 01:18 Edited at: 24th Oct 2011 01:26
well just to mention , if you do develope using Nvidia physx then you will have to pay for a developers license as it is not open source,
But Orge3d on the other hand is and of course Bullet is open source too

This why my other game engine that i have brought uses bullet now instead of Nvidia, to cut down on cost on newer game engine version.

And bullet has more better performance and suport for Ipod and other portable devices that im not gonna give credit for ok just this 1 then GOOGLE, oh yes Android, as most people relate Android to Apple and it has nothing to do with thos developers, as google coded it, just for i would get that out the way

here is a vid of Bullet physics to look at

http://www.youtube.com/watch?v=J9HaT23b-xc

And also we could have nice cloth movements to simulate wind effect.
Any way i do hope you go with these ideas as it would move fpsc into a new realm of power!

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
srealist
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Posted: 24th Oct 2011 10:47
Wowzers! This is definitely relevant to my interests!
Red Eye
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Posted: 24th Oct 2011 18:47 Edited at: 24th Oct 2011 18:59
@KeithC: I certainly will . I will email directly about it.

@spudnick: There are many good physics engines. Take Newton Game Dynamics. Decisions we have to make along the development.

@srealist: Thank you very much.

@All: We will be creating a video and post it at the end of the week, I was thinking about making a livestream video. My english sucks but I would explain how lua is integrated, and how to use its extra tools. We would also show you how to create a simple level with player start and the standard stuff fpsc offers and play it with the engine.

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