Game
OmniFlux Engine: a blender game engine

11 months ago

Weasel Engine | Progress update!

Recently the engine has reached 55% completion. there's still a lot to be worked on... but we're getting close..


recently we've moved from the regular Object oriented system that UPBGE used to the ECS architecture, this already by itself is a big change and an ambitious one. So far we're having trouble with the blender data conversion system to be compatible with ECS and so with the rendering system

So far our Lua implementation is going great and is working! we've got simple bindings set up for keyboard input and speaking about keyboard, we now use a new input system that works "asynchronously" it would take a buffer queue of the input you pressed and wouldn't be blocked because of the frame time taking too long to render, so better responsiveness.

We've also implemented in Fixed time steps (which somehow weren't in UPBGE or BGE's existence...) and so you can now update your Lua code with either Fixed Update or using Delta time/every game rendered frame. We've also decided to remove the idea of using Zig as the alternative for low level game logic and went for something more simpler for us to bind and is generally way better to program, Which is Odin. We haven't dabbled much with it and only just included it in the libs folder for now.

Fmod has a lot of legal issues. And so while it's almost done and working with the DSP effects and bank system. We have made it a hidden option for developers to access, not just because of commercial use issues but, Fmod does not comply will with GPL and we did find a solution but it's iffy. And so we're gonna use it instead for our own projects (Perceived REALITY) if users want to access Fmod they'll need to contact me so I can give them the special version of the engine and we recommend the use it ONLY for personal use projects and ones that are non-commercial. The engine has an export method for MIT and doesn't compile FMOD's code internally to the engine to comply with it's terms of use, making it a middleware implementation.


We've started some work on the physics engine, previously we were going to use Nvidia PHYSX but realized how greedy and scummy nvidia's practices are, and it doesn't offer great performance and platform support so we dropped it off in replacement of JOLT PHYSICS!! which is an awesome physics engine known for it's performance and determinism! making it the best fit for the engine.

And finally we've completed work on the debugger, which is a full on Dear IMGUI implementation that gives developers a lot of information on their debugs of the game, that'll prove to be more handy!



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