Well,I'm back,but this time not with dbp. I sorta converted to c++,with the joy of the Irrlicht and the Newton sdks
. Anyhow,I come bringing good news! I have made wonderful spectacular progress! My current project is called 'The War Cry Engine'. If some of you recall,I made a demo for a game I was going to title War Cry,and believe it or not,that is the base idea of this engine. This engine is designed to make game development easier in c++. It will bring together Irrlicht,Newton,Game Monkey Script,and some sound library(yet to find one...). So basicly,here are the features encorporated so far:
-Core Features-
*Input receiving
*Capable of rendering with DX9,DX8,OpenGL,and a software mode.
*Reading from zip files
*Gui Event receiving
*A debug mode:)
-Object Features-
There are different type of 'objects' in this. There are: Terrains,'Normal Objects',and OctTrees.
*Rendering of OctTrees,Terrains,and objects(heh,felt like saying it again:))
*basic position,rotate,and scale functions.
*able to create a collision response for the WCObject objects.
-Physics Features-
*Tree,Box,Sphere,Capsule,Cylinder,Cone,and Convex collision.
*Able to make a tree collision out of terrains.
*Collision still enabled if you are constantly moving an object(with positioning).
*rotating,positioning
Its not much at the moment,but I'm still trying to get other things working. I'm trying to find a suitable animation library(cal3d hates me...). There will be joints introduced into the physics section,and my personal favorite,multiple points of gravity. So you could set a point of gravity at (5,-5,100) and all physics bodies would be affected by it if they were close enough(there will be a function to set the effection range of an object to a gravity point). There will be gui functions,there are at the moment,but not enough to actually recognize,there are buttons and static text,but others not encorporated yet. I do have some pretty lighting in it,and some other functions. I may give a function list eventually.
In the mean time,enjoy 2 screen shots I took a minute before I made this post!
There will be more updates. Oh yeah,I also forgot some other physics functions to be encorporated:
-Easy ragdolls(pick a primitive to be used,and each joint will be assigned a primitive of that type)
-Character controllers,for objects and cameras.
Thats all. I know,its not very far yet,but I'm slowly making progress
Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.