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.
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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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