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Introducing The R5 Game Engine

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  • Introducing The R5 Game Engine

    Phoronix: Introducing The R5 Game Engine

    With open-source game developers, the ioquake3 game engine is quite popular to use as a base since the Quake 3 / id Tech 3 engine is well-developed and famous thanks to id Software and then their kid generosity to open-source it when it reached the end of its commercial life. But there are many other open-source game engines out there too, including a new one that's just recently come about: r5ge, short for the R5 Game Engine...

    http://www.phoronix.com/vr.php?view=OTM3Mg

  • #2
    The Xreal feature set was just all over the place and it was bloated... it had java in it O.o and all kinds of other useless crap. I guess it just ended up being an experimental engine for trying out fun stuff... and for the developer that is what mattered. If it isn't fun for the developer it isnt' going anywhere anyway to begin with.

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    • #3
      Are you sure it already has Linux Support? I just browsed the source, didn't see any Linux-specific files, and also there don't seem to be any Linux-related build files.

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      • #4
        http://code.google.com/p/r5ge/source...ource/Makefile is the linux-related build file

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        • #5
          It has a makefile that builds *.o files in the Debug or Release Linux folder depending on which you setup in the make file but I don't think they have some of the initialization code working so it isn't acutally built or something along those lines.... so yeah someone probably need to step and ad get it working. It does compile as of r648 but I see no acutal binaries of the engine built at least the componets are compiling mostly

          Some older blog post indicate that is true.. but it might have already changed some or is being added dunno...

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          • #6
            You don't see them, because you're looking at the svn, not because it doesn't work on Linux
            If you're going to develop something, running make shouldn't be a problem

            Since I'm the one working on linux support, you can take my word for it

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            • #7
              What object model is it using?

              How complete and useful is its editor?

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              • #8
                what about models

                i wanted to contribute to Xreal by making models in blender but i couldn't open their blend files. is there a repository of good humanoid blender models that can be put into this game engine? I would also like to build it on the mac without the help of something breakable like bake, (like cmake)

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                • #9
                  Revision 5, but closer to 8/9, and zero documentation...

                  I gues that the creatos care only about the engine and not about adoption leading to games.

                  But it's full of comments and a nice coding style. Is the spacing just Webkit/Google Code on drugs or doesn't he use tabs for blocks? And Apache license?

                  I'd like to see a showcase of some sort...

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                  • #10
                    Originally posted by V!NCENT View Post
                    Revision 5, but closer to 8/9, and zero documentation...

                    Is the spacing just Webkit/Google Code on drugs or doesn't he use tabs for blocks?
                    It's Google Code on drugs. See http://r5ge.googlecode.com/svn/trunk...l%20Viewer.cpp, they use tabs for indentation, not spaces.

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                    • #11
                      Object model is r5's own format (there's a binary and an ascii format). No editor yet. For building on Mac there are Xcode project files. The documentation is in the code. And code is pretty well documented. Unfortunately there's only two of us working on it, and we can't do everything. If you're interested in helping out though, you're very welcome to.

                      If you want to contribute by making models, I seem to remember there being a website/repository for CC-licensed models...
                      http://opengameart.org/ - that's the one.

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                      • #12
                        Originally posted by Apteryx View Post
                        It's Google Code on drugs. See http://r5ge.googlecode.com/svn/trunk...l%20Viewer.cpp, they use tabs for indentation, not spaces.
                        No it's definately Webkit. In Konqueror it opens in a Kwrite tab and looks very perty

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                        • #13
                          Originally posted by eugene2k View Post
                          Object model is r5's own format (there's a binary and an ascii format).
                          That's the serialization format.

                          How are game objects in the engine handled? Is there a component system? Reflection? Custom type checking or RTTI? How are object lifetime managed? How do you attach graphics and physics data to the game objects? Scriptable? etc.

                          Honestly I'm just looking to make sure you haven't re-implemented Unreal's broken-ass 1990's style object system. They didn't understand component systems, tried to implement a hierarchal class system, realized that those don't actually work, and ended up just moving all the data and logic that any particular object might need into the base object class. So every bullet has all the data members necessary to implement "camera bob" because the same class is used to implement cameras. So every bullet flying through the air needs like a 2kb object allocated.

                          Ideally, you go with a component system. The base GameObject is just a container of components. You can have a Transform component (position, scale, rotation), a PhysicsBody component, a Mesh component, a Light component, a Camera component, etc. PhysicsBody and Camera would just depend on the Transform component, so there's no duplication of data, but objects can be composed in exactly the way they need. A ton of game-specific components will be written for each game of course (like a TurretAI component that tracks other objects and then fires at them), and then object-composition is necessary of course (a complex game object like a vehicle is actually many objects with different component sets that are attached to each other and act like one object).

                          I took a quick look through the code and couldn't find anything but graphics and other low-level implementation files, which is why I'm asking. I don't see anything for an object model anywhere.

                          No editor yet.
                          You should work on that first, soon as the core framework is even remotely usable (which I'm guessing it is). A graphics engine is borderline useless; I can get a few DigiPen sophomores to whip together a gorgeous high-performance graphics engine in less than a year. The hard part -- and the part that makes a game engine useful or not -- is the toolset. The toolset is what lets the content folks actually make a real playable game. As a tech guy myself it took me a while to really learn that lesson properly, but learn it I did. A game engine without a toolset is just a tech demo at best, and when it takes months to iterate on something that should take days, it becomes impossible to create a high-quality, entertaining, polished game experience, no matter how beautiful the graphics are. Tools, tools, tools!

                          Unfortunately there's only two of us working on it, and we can't do everything. If you're interested in helping out though, you're very welcome to.
                          Yeah, I know how that goes. Good luck finding more people with free time and the know-how to do a game engine. If you look around for people to recruit, try to find a detail-oriented UX guy with experience with 3D content apps and games. That's what you want to get a good editor made, and that'll take you into the realm of being able to compete with the Big Boys (at least for indie titles).

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                          • #14
                            Originally posted by cb88 View Post
                            The Xreal feature set was just all over the place and it was bloated... it had java in it O.o and all kinds of other useless crap.(...)
                            Java was used for JBullet - Java port of Bullet Physics Library, which was Tr3bor decision, there were others that implemented bullet physics. iirc

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                            • #15
                              No object model and editor? Whoah... I'll stick to jMonkeyEngine...

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