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Introducing The R5 Game Engine
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Where can you download the complete package of the r5 engine?(Does it have a editor or a recommend editor?)
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Xreal is still going but it replaced itself from place. It is mainly on splash damage forum and they have made some progress. http://www.splashdamage.com/forums/s...=21825&page=20
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Introducing The R5 Game Engine
What is the worst game ever made or at least the worst that you have played?
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Time for some clarifications
R5 has a model viewer, and documentation. The documentation is in the code, however. The idea is that us, developers, quite frankly shouldn't have to open up a web browser in order to figure out how something works. We work with code, so why shouldn't the documentation in the code as well?
It also does follow a component-based model. Object class is like a GameObject in Unity. Script class is like a Component in Unity. You build your game by attaching scripts to objects. Scripts can't exist without objects. It's almost exactly like Unity in this regard, except that the same system also applies to the UI: you have UIWidgets, and you attach UIScripts to them to make them do what you want.
R5 has ASCII, binary, and LZMA-compressed file formats for models, textures, fonts, and JSON-like format files.
It's also a hobbyist engine -- it's something I've been working on for years in my spare time, on and off. It's not meant to compete with Unreal, Unity, or id Tech 5. It is, however, meant to be free and easy to work with. As for some demos, here are some screenshots of a game I was making using the engine last year:
Thanks for the feedback, guys. Tools are indeed important and I will be focusing on making an editor in the near future.
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Originally posted by elanthis View PostThat's the serialization format.
You should work on that first, soon as the core framework is even remotely usable (which I'm guessing it is).
Thanks for the feedback.
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No object model and editor? Whoah... I'll stick to jMonkeyEngine...
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Originally posted by cb88 View PostThe 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.(...)
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Originally posted by eugene2k View PostObject model is r5's own format (there's a binary and an ascii 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.
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.
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Originally posted by Apteryx View PostIt'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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