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XreaL: The Most Advanced Open-Source Game Engine?

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  • XreaL: The Most Advanced Open-Source Game Engine?

    Phoronix: XreaL: The Most Advanced Open-Source Game Engine?

    Last week Nexuiz 2.5 was released and we said it raised the bar for open-source gaming as it already offered impressive graphics and this new release was greeted by various engine improvements, new models, and over 3,000 other changes. Well, Nexuiz is not the only open-source first person shooter striving for perfection even without the backing of a major game studio. A relatively unheard of game engine is XreaL, which has not had a stable release yet but its lead developer claims that it is definitely the most advanced open-source game engine.

    http://www.phoronix.com/vr.php?view=13687

  • #2
    That sounds pretty interesting, although the Sauerbraten engine and the Darkplaces Engine (minus the performance) are really good, too. Will definitly keep an eye on this project!

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    • #3
      I have to say that it looks like it has some neat graphical features, but the heavy GLSL dependency worries me about code clarity. Taking a quick look in the SVN repos, this fear seems to be partially justified. Worse, they've put binaries in the svn repo, which is generally seen as bad practice. I'm afraid this project will fade away like many others.

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      • #4
        Originally posted by tulcod View Post
        I have to say that it looks like it has some neat graphical features, but the heavy GLSL dependency worries me about code clarity. Taking a quick look in the SVN repos, this fear seems to be partially justified. Worse, they've put binaries in the svn repo, which is generally seen as bad practice. I'm afraid this project will fade away like many others.
        I don't really know how you get from glsl and binaries in svn to "this project will fade away".
        It's pretty normal for smaller projects for you to keep some binary stuff around that you haven't gotten around to integrate fully in the build system and that rarely changes.

        Also the glsl code seems to be organized and nicely commented, might even be a good place for a newbie to get a feel for GLSL.

        Anyway, good luck to the XreaL developers, I hope we can see a playable release soon

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        • #5
          GLSL + Binary = Fail. The idea behind GLSL is that you _don't_ need a compiler like CGC to get things done. The only thing that makes sense is to use a shader tree to generate the GLSL code but this is another problem. That said what's so advanced on this? I don't want to down-call on this project but looking at the screenshots I ask myself what is exactly so next-gen on it? ( because I ought to claim that this is not the most advanced engine... but I guess this depends on what part of the engine you look at )

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          • #6
            Get urban terror running on this engine and I will be happy.

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            • #7
              Looks interesting, thanks for the heads up. Glad to see an engine targetting the newer 3.x opengl spec.

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              • #8
                optimized for opengl es 2.0?
                hope someones going to use it for the pandora

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                • #9
                  Someone should try loading some content from America's Army (Unreal Engine 2 based), I wonder how it would handle a large outdoor environment like that?

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                  • #10
                    Originally posted by Dragonlord View Post
                    GLSL + Binary = Fail. The idea behind GLSL is that you _don't_ need a compiler like CGC to get things done. The only thing that makes sense is to use a shader tree to generate the GLSL code but this is another problem. That said what's so advanced on this? I don't want to down-call on this project but looking at the screenshots I ask myself what is exactly so next-gen on it? ( because I ought to claim that this is not the most advanced engine... but I guess this depends on what part of the engine you look at )
                    Heh... You beat me to the same sort of remarks. I'm intrigued by the HDR support and a few other things, but the GLSL + Binary issue has me thinking similar thoughst to yours, Dragonlord.

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                    • #11
                      The graphics on that engine look really good, I can only imagine if they had a good artist how it would look.

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                      • #12
                        I donno. The screens don't blow off my socks to be honest and this has nothing to do with the artwork. But maybe this is indeed a bit an unfortunate map to showcase who knows.

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                        • #13
                          Michael, you picked some places where the default "texture not found" texture shows for screenshots

                          GL 3.1 and glsl? What good is an open-source game having those when the open-source drivers can't then run the game at all?

                          The features look nice though. I wish good luck to the project.

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                          • #14
                            Originally posted by [Knuckles] View Post
                            I don't really know how you get from glsl and binaries in svn to "this project will fade away".
                            It's pretty normal for smaller projects for you to keep some binary stuff around that you haven't gotten around to integrate fully in the build system and that rarely changes.

                            Also the glsl code seems to be organized and nicely commented, might even be a good place for a newbie to get a feel for GLSL.

                            Anyway, good luck to the XreaL developers, I hope we can see a playable release soon
                            (no prior judgement intended) well, it is clear that the codebase is a mess, and raw GLSL code is scattered all over the place, resulting in badly maintainable code.

                            And with only a bit of copy-paste-and-fill-in knowledge, it takes only 5 minutes to get a build system working for any project. The hard part is what comes next: automating unit tests, package installation, etc.

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                            • #15
                              Originally posted by curaga View Post
                              Michael, you picked some places where the default "texture not found" texture shows for screenshots

                              GL 3.1 and glsl? What good is an open-source game having those when the open-source drivers can't then run the game at all?

                              The features look nice though. I wish good luck to the project.
                              This is anyways bull. OpenGL doesn't know this version crap like DirectX does. I can use geometry shaders ( part of gpu4 stuff ) on my development box without a problem. As long as the extensions are exported everything is fine. So yes, you can run GL 3.x related stuff with GLSL anytime just look for the extensions to be there :P

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