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  • in reply to: Questions #701
    Sponk
    Keymaster

    Thanks for your contribution!

    Neo actually has initial support for Android, i.e. it compiles and runs. It still needs much more testing and fixing since everything I could do happened in an emulator. It is not production ready in any way.

    The Emscripten port was started before 0.4 and was put to sleep because of time constraints on my side.

    Btw: I added a contributors file to the repo and the about page: http://www.neo-engine.de/about/

    in reply to: Questions #695
    Sponk
    Keymaster

    Yes, there are many things to do on all ends. Starting with refactoring the main engine, cleaning up the editor code, writing documentation and improving the build system.

    The biggest pain will probably be getting the engine more multithreading friendly. There are already primitives for multithreading and thread communications but I don’t think they are ready and complete enough to provide a completely multithreaded engine.

    The renderer needs some work and optimizations, maybe we should even create a completely new one from scratch to deliver deferred shading.

    Another big pile of work is Android support as well as Emscripten support.

    in reply to: Questions #687
    Sponk
    Keymaster

    The Lua SDK is pretty new and experimental. Do with it what you want, it just needs to work properly and it needs to have documentation.

    Btw: I included LuaUnit for unit testing. You should use it.

    I think I will have more time this weekend to do some clean up in the editor. It is pretty messy and really needs some work.

    in reply to: Questions #683
    Sponk
    Keymaster

    I’m looking forward to it 😀

    in reply to: Questions #680
    Sponk
    Keymaster

    When launching the editor or the player?

    in reply to: Questions #678
    Sponk
    Keymaster

    It depends. If you compiled the debug version all compiler optimizations get turned off for example. Another difference could be that the texture and sound loaders were rewritten to be independent of DevIL since that does not run on Android. There is nothing else that made a huge change to how levels, scenes and all the data are handled.

    in reply to: Questions #671
    Sponk
    Keymaster

    Yes, frustum culling is included. Everything is rendered using VBOs to get a high transfer rate.
    One of the features that is missing is hardware instancing for things like vegetation. Another feature that would be important is terrain rendering.

    There is very experimental (and slow) support for occlusion culling.

    All in all: There is much work to do to get the 3D renderer competetive.

    The current system has two different renderers: The fixed function and the GLSL based renderer.
    It would be possible (and probably very useful) to implement a deferred renderer as well.

    Most of my current work is focused on the script interface and refactoring and documenting the existing engine.

    in reply to: Questions #669
    Sponk
    Keymaster

    Pull requests are very welcome :p

    in reply to: Questions #667
    Sponk
    Keymaster

    You can use “Widget:translate(x,y)” and “Widget:setPosition(x,y)” to do that. the Widget.position field is actually read-only. It will ignore new values written into there.

    More info: http://neo-engine.de/documentation/LuaDoc/Widget.lua.html

    Btw: Sprite is sub-classes of Widget and thus inheriting all methods 😀

    in reply to: Questions #665
    Sponk
    Keymaster

    First of all: Thank you 😀

    You don’t need a delta time since onSceneUpdate is getting called at 60 Hz (every 16.6 ms) to be synchronous with physics and engine update. If you want to get the current time in ms you should use “getSystemTick()”.

    More info: http://neo-engine.de/documentation/Lua/html/files.html

    in reply to: Questions #662
    Sponk
    Keymaster

    Did you use the project manager or the editor to install the new SDK?
    It is not copied to your project by default since it is still under heavy development.

    Use the “Project > Import Lua SDK” menu to do that for your opened project.
    After that you should be able to find a new directory named “SDK” in your scripts directory.
    It should work then.

    The source code for the new API will be copied to the SDK directory, you can view and edit it there. Alternatively you could look in the git repo in “SDK/LuaApi” or on GitHub: https://github.com/Sponk/NeoEditor/tree/development/SDK/LuaApi

    About the draw function: No, there is no dedicated draw function. The reason for that is that Neo is multithreaded and Lua is not threadsafe, leading to synchronization problems. This also allows the engine to do some optimizations that would not be possible otherwise.

    in reply to: Future development #580
    Sponk
    Keymaster

    First of all: Happy new year to everybody!

    Yes, there is better support for multithreading now. It is not used everywhere yet and produces some problems with modules that are not yet ready. First we need much better multithreading support in Neo::Level for asset loading.

    The renderer will not be able to become multithreaded since OpenGL only works within one thread but it is possible to calculate skinning data for animations or physics in parallel.

    The 2D renderer got a huge update containing a completely new Lua based API.
    You can find the documentation about the new code here: http://scary-squid.de/documentation/LuaDoc/

    There are some first classes that focus on the 3D functionality Neo has. Nothing fancy yet but I think it’s a good start for the future.

    in reply to: Future development #576
    Sponk
    Keymaster

    Thank you for those graphics!

    By the way: I fixed the profiler on Windows. And Neo should build on Windows with VS again.

    in reply to: Future development #574
    Sponk
    Keymaster

    Yes, I mean for 2D games. There currently is support for basic sprites and sprite sheet based animations.

    What do you mean, “nothing pops up”?

    You just need to run CMake and tell it to use MinGW. You could also use the QtCreator to do that.

    in reply to: Future development #565
    Sponk
    Keymaster

    A new binary version is online. You can now test some new 2D rendering features that I have still to document 😀

    • This reply was modified 9 years, 5 months ago by Sponk.
Viewing 15 posts - 31 through 45 (of 125 total)