My New Project: Game Engine

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Postby asdf » Tue May 19, 2009 3:42 am

qjqqyy wrote:
L. Spiro wrote:Yes, a screenshit. When the screen takes a shit it becomes an image file.


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best joke i ever heard!


kinda sad...
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Postby Asher » Mon May 25, 2009 12:32 am

L. Spiro wrote:The engine is commercial now. My company is paying me to develop it, and I did the entire iPhone port at work.

Naturally I can no longer provide download samples.


L. Spiro


Well done, hope it goes well.
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Postby L. Spiro » Mon May 25, 2009 5:55 pm

You missed me that much huh?

As for the engine, we are in the middle of a merger deal with a much much larger company. If it goes well, we will be raking in the yen.


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Postby HWJgavin » Mon May 25, 2009 9:03 pm

Then you can probably be buying 10000 small tigers lol.
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Postby Asher » Wed May 27, 2009 8:01 am

L. Spiro wrote:You missed me that much huh?

As for the engine, we are in the middle of a merger deal with a much much larger company. If it goes well, we will be raking in the yen.


L. Spiro


yeah sounds good, I wish I was in japan, so much more to do :P
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Postby Ivanpm » Thu Jun 11, 2009 8:23 am

You did whaat

Wow graatz on the engine.

How can you make time for improving MHS and a game engine and even answer our questions.

That must take super ninja skills.

He may be alien or something.

Remember Different is (most of the time) Better
I must read the MHS help file before asking questions.
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Postby L. Spiro » Tue Jun 16, 2009 10:10 pm

I did what?


I find time by not wasting it.

#1: Run up all stairs. Nothing costs more of your life than treading up steps one-by-one. Skip steps and run.

#2: Walk quickly in crowds. Run when no one else is around.

#3: Take big bites. Eating is a waste of time. Finish quickly.

#4: Sleep less.



And by losing sleep and working non-stop, I managed to advance my engine in a more visible way. Many advancements have been made, but most are not visible (enhancements to collision detection for example).
Image
Shadows and specular highlighting have been added. The renderer is also now better prepared for expansion and employs a render queue. Multi-texturing on the terrain is coming soon.


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Postby Fishy » Wed Jun 17, 2009 7:22 am

Where can we find this engine to purchase?
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Re: My New Project: Game Engine

Postby WhiteNova » Wed Jun 17, 2009 7:32 am

L. Spiro wrote:I am working on a new project. This is why updates to MHS have been slow.

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:



Uh huh....
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Re: My New Project: Game Engine

Postby L. Spiro » Wed Jun 17, 2009 7:49 am

I do not know where we will be selling it yet.
It will be available for regular users but also to small businesses.



WhiteNova wrote:
L. Spiro wrote:I am working on a new project. This is why updates to MHS have been slow.

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:



Uh huh....


You are right. The engine no longer works only on DirectX. It seems one person does indeed have the time to make it work on many systems.


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Postby Fishy » Wed Jun 17, 2009 8:19 am

Keep us posted on it. I will be interested in checking it out.
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Postby mc.flash » Wed Jun 17, 2009 9:10 am

yeah it looks so cool lol 8)
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Postby L. Spiro » Wed Jun 17, 2009 9:35 pm

Image
This Harrier weighs 91,816 triangles, and the shadow effect requires 3 renders per frame.

That is 91,816 × 3 (275,448) triangles per frame on the Harrier.

L. Spiro Engine maintains 60 FPS under these conditions. Tomorrow that number will go up as I make the shadow rendering more efficient.


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