Nilaya Engine
Sebastian Kowalczyk

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 supportÂ
- 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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