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Nilaya Engine

October 18th, 2007 by Sebastian Kowalczyk

 

bevelbar1.jpg

 

I’m working on game engine/framework in my spare time. It’s only for my internal use, as a testing platform for various ideas, algorithms, etc. You can see some screen-shots at the end of this page.

Features:

 

Now:

  • Object oriented design
  • Modular engine design
  • Custom-format serialization (XML, binary)
  • Fast RTTI
  • Fast delegates
  • Property system
  • LUA Scripting language
  • Modular, user editable material system (automatic HLSL shader generator)
  • Visual Material Editor
  • Textures: conversion from original format (e.g. tga, jpg, dds for the textures) to native for faster loading
  • stack based post-process, treated as regular resource
  • abstract renderer (implemented Direct3D9 only now)
  • dynamic lighting
  • Static Meshes: conversion from other 3d file formats (implemented .obj /.psk/.lwo importers now)
  • Generic resource browser
  • .NET wrapper
  • “All In One” Editor with various sub-editors (material editor, script editor, resource browser, etc) - made with c#

 

 

In near/far future:

  • various camera controllers (FPP, TPP, free, static view-points)
  • base for AI programming, player controller, area triggers, path-finding
  • AI system with various AI algorithms
  • skeletal animation support 
  • streamed textures loading (using micro-threading)
  • Garbage Collector for native c/c++ code
  • Dynamic shadows
  • HDR rendering
  • Transparent object sorting
  • WYSIWYG level editor
  • Visual Game-play Editor
  • PIE (Play In Editor)
  • Animation tree editor
  • Scripting IDE
  • LUA debugger
  • C# as another scripting language
  • AngelScript as another scripting language
  • maybe public access to source-code someday ;)
  • etc.

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