I am making a game engine from scratch. It will be for DirectX only (because one person does not have time to make the whole game engine AND make it work on every system).
Here is a screenshit:
The terrain (ground) engine here was made in only 2 hours. It is a very simplistic approach, so the terrain does not look great, but I am working on a full terrain engine now and it will look infinitely better when I am done.
Some features of the engine:
Physics
- Particles
- Rigid Bodies
- Clothes
- Fluids
- Ragdolls
- Breakables
- Springs
- Bungees
- 5 Levels of Accuracy from Slow-but-Accurate to Fast-but-Inaccurate
Scripting
- L. Spiro Script
Tools
- Map Editor
- Maya 9 Plug-In for Exporting Models
The Tiger jet shown here was made in Maya and exported using my custom plug-in to a custom format (L. Spiro Model). It contains over 70,000 polygons which are optimized into triangle strips for fast display.
Models can be rigid-skin- or soft-skin- animated on a per-vertex basis.
The foundation of the models inside the engine is modular and generic so the code can be ported to other platforms such as Nintendo Wii (which I may do). Only the drawing code here is specific to DirectX.
Binary space partitioning/oct-trees will be used for viewport culling.
The height map used for the terrain here was hacked from my favorite game, Starsiege: Tribes. Looking at my favorite terrain from my favorite game inspires me to make my first game into something of a clone of Starsiege: Tribes. So fans of that game may get a bit excited as I intend to make an updated version of it with a higher frame rate, fewer hacks, and all the old scripting/mod support it used to have, while improving the graphics and smoothening the gameplay.
L. Spiro