Friday, December 17, 2010
Lua loads Lua
Alright folks , scince i already talked about some of Kratoms visual features, i think its time to talk about modifiability.Kratom is using Lua ,a powerful OpenSource scriptlanguage, but unlike other Engines Kratom only registers a function to load an Assembly made for the .NET-Framework, this allows users to use the full potential of the whole .NET-Framework within a simple Script,in short: Kratom is a compiler/interpreter for Lua# ^^. In addition to this the KratomEngine comes with a powerful IDE that makes coding much easier if somebody has a wishlist for the IDE-Features feal free to leave a message.
Labels:
Programming,
Sick
Monday, November 22, 2010
moving to c#
The last days i have played a bit with C# , and it rocks like hell. Unfortinatly this means that the first public release of my Kratom Engine will be delayed because i move the whole project over to C#. The good news is that the original C++ code is about 80% of all Functions needed and it'll only take a few days to rewrite everything.
Of course there are also some news about the Engine itself. I have implented full support for DooM3s ".md5mesh" and ".md5anim" files and kicked out the crappy ".md3"-loader, this also means less, and generally cleaner, code scince i already have a parser for ASCII texts (".map"-support). Another cool new feature i was thinking about is the GPU-Raytracer , which has great chances to work in realtime or at least speed up the loading times heavily. If my calculations are correct, the performance for per-pixel shadows should be on the same level as per-pixel lighting (without deferred shading) ,with projected textures from alpha surfaces coming for free. However this is just my calculation and i still gotta proove that im correct about this so dont get too excited now.
Of course there are also some news about the Engine itself. I have implented full support for DooM3s ".md5mesh" and ".md5anim" files and kicked out the crappy ".md3"-loader, this also means less, and generally cleaner, code scince i already have a parser for ASCII texts (".map"-support). Another cool new feature i was thinking about is the GPU-Raytracer , which has great chances to work in realtime or at least speed up the loading times heavily. If my calculations are correct, the performance for per-pixel shadows should be on the same level as per-pixel lighting (without deferred shading) ,with projected textures from alpha surfaces coming for free. However this is just my calculation and i still gotta proove that im correct about this so dont get too excited now.
Labels:
Programming,
Sick,
yun harlas week
Wednesday, November 10, 2010
update Kratom engine
The Kratom Engine does now fully support gtkradiants ascii mapformat (quake 3 version) including spatial devision for frustum culling and curved surfaces. Besides being easier editable the new mapformat also provides many advantages for raytracing operation.
Labels:
Sick
Saturday, September 25, 2010
New Infos meh game
Kratom Engines first gametitle has been changed its name from "Bloodrage" into "Sick", it'll be a 3d action adventure settled in the lovecraftian universe.The player will have to help his/her maincharacter on a journey through the greatest horrors the human mind can come up with.
Oh btw HAPPY BIRTHDAY BASTI
Labels:
Sick
Wednesday, September 22, 2010
Kratom Engine
ive been working on my own 3d engine called kratom again, i switched over to a opengl renderer and the engine does now support the quake 3 bsp mapformat and multiple textureformats like .tga, .jpg, .pcx and .bmp.Advanced
effects like per-pixel lighting and refractions will be possible on every 3d accelerator that supports opengl 1.1 or higher (of course you'll need more cpu power if shaders arent supported) . The following features are planned at least:
-wolfensteins md4 modelformat
-shaderscripts
-realistic particle system
-ambient occlusion
-deferred rendering
-softshadows (at least for models)
Labels:
Sick
Monday, August 23, 2010
RTCW #1
as you can see ive been playing with the RTCW-source a bit, soo far
some decals were replaced and arb_fragment progs are working.
Currently im aiming for some minor changes in order to improve
the graphics a bit (bloom,depth of the field,parallaxmapping...)
Labels:
Programming
Monday, June 28, 2010
Another Update
ive fixed several bugs and finally managed to finish the class for maps, so theres a great chance ull see some ingame pics very soon.Also it is decided that there'll be lots of modular stuff, it'll pretty much work like in the good old unreal engine 1.0, so modders will be able to change nearly everything , from renderer to fileformats to small mutatorlike things.
Labels:
Programming
Thursday, April 15, 2010
BloodRage update
sorry for the long delay, been bizzy here,
anyway...the compiler for Radiants ASCII-format is now working and ill expect to get some ingame pics up as soon as i integrate the new mapformat into the engine.Ive also decided to drop mousesupport scince i feel that older games like doom were more fun with keyboard-only.
anyway...the compiler for Radiants ASCII-format is now working and ill expect to get some ingame pics up as soon as i integrate the new mapformat into the engine.Ive also decided to drop mousesupport scince i feel that older games like doom were more fun with keyboard-only.
Labels:
Programming
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