My New Project: Game Engine

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Postby Lokuri » Mon Jan 05, 2009 8:48 pm

L. Spiro wrote:勿論頑張っています。

Oh, and of course unhackable.


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i just lold that....



Googleの翻訳笑使用

イム日本語を学ぶつもりも= P
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Postby L. Spiro » Thu Jan 22, 2009 11:19 am

http://www.memoryhacking.com/Portfolio/ ... 20GuRu.rar

Finally with animations and mouse moving.


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Postby lxcid » Fri Jan 23, 2009 2:17 am

Wow if you actually put all those anti hack feature into your engine. It sure will make your engine impressive. I think your skills as a game hacker will be extremely valuable for most online or multiplayer game studio.
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Postby sm1leykidd » Fri Jan 23, 2009 3:44 am

nice.. but im not really into flying games...xD
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Postby Supermaker » Fri Jan 23, 2009 3:54 am

sry but dont work for me it says that the prog miss a file
wait i will edit which one it is..
it is:d3dx9_39.dll
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Postby L. Spiro » Fri Jan 23, 2009 7:49 am

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Postby L. Spiro » Wed Apr 08, 2009 6:34 pm

The engine has been ported to OpenGL.

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* Red triangle indicates collision detection against the terrain. The entire terrain can be quickly checked to find the closest triangle hit by a ray (in this case cast from the camera).
* Optimized for speed. Uses BVH’s for efficient rendering (over 400 FPS average) and collision detection.
* Hills cast shadows over the terrain. Uses real-time dynamic lighting yet manages to fly at blazing speeds.
* Uses fixed-function pipeline only (no shaders). This allows it to run an older hardware and iPhone/iPod touch devices. Also makes it easily portable to Nintendo Wii and most other consoles.

No clouds yet in the OpenGL version.


The best part is that I get paid to do this now.
My company has decided to use my engine in its own products and is funding its development.


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Postby HWJgavin » Wed Apr 08, 2009 6:43 pm

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:


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Is that a typo?
Irrelevant Truth.

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Postby WhiteHat » Wed Apr 08, 2009 8:53 pm

@HWJgavin
It’s more like he was joking...

@L. Spiro
Awesome work. The shadow of the hill is beautiful...
But the best thing is, i think, it runs on old hardware (no shaders).
That would be a Good Karma for poor people..
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Postby L. Spiro » Fri May 15, 2009 6:37 am

The engine is now 99% fully functional on iPhone/iPod touch devices.


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12,000 triangles at 35 FPS with lighting.


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20,000 triangles at 28 FPS with fog and lighting.


Still 100% stable and has no memory leaks.


If it is light-weight and stable enough to run on iPhone/iPod touch devices, it is small enough to run on nearly any PC.
Being small is not the only requirement to run on iPhone/iPod touch devices. The engine must also be robust and stable. iPhone/iPod touch devices have less accuracy when performing floating-point computations (this is normally adjustable via compiler options, but even at the most accurate setting they still are not very accurate).

Overall, porting it to the iPhone/iPod touch was a good way to test its stability, size, memory efficiency, run-time speed, and especially its portability.
As for its run-time speed, the results that I posted are among the best that people have managed to get so far, especially in actual game conditions. The terrain still uses real-time dynamic lighting and shadowing.


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Postby colintso » Sat May 16, 2009 7:52 am

awww no more link?
noobs have to learn, or they will always be noobs
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Postby L. Spiro » Sat May 16, 2009 9:23 am

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.


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Re: My New Project: Game Engine

Postby qjqqyy » Sat May 16, 2009 11:08 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:

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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.


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screenshit?
lol
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Postby L. Spiro » Sat May 16, 2009 10:00 pm

Yes, a screenshit. When the screen takes a shit it becomes an image file.


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Postby qjqqyy » Mon May 18, 2009 9:34 pm

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!
Made by speedwing

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