Engine Progress
I’ve sat relatively silent in terms of communicating what I’m doing (that is, if you’re not on my “Steam Friends” list, or in IRC with me).
In my silence, I’ve been hammering away on an based engine, based on the following wonderful technologies:
- GLFW 2.7
- OpenGL 2.1
- OpenAL 1.1
- FreeType 2.4.4
- GLEW 1.6.0
And I’m considering rolling in the following:
- OpenCV (latest)
The primary purpose of this engine is to replace GarageGame’s Torque engine in the full version of Orbsphere. The secondary purpose is to work on some smaller games that feel a bit hacky on other engines (not that this engine isn’t hacky). And its tertiary purpose is to work on some academic software I’ve been meaning to play with for a while (mostly visualisation stuff — looking particularly at graphing in fun ways ;)).
There isn’t much to show at this point (okay, there is, but I haven’t implemented input, or properly hooked up the GUI objects yet), and a lot of it will be a case-by-case utilisation, so I’ll be keeping the test product under the hood until it’s ready for testing.
For those wondering ‘why OpenGL 2.1?’, the answer is simple: my laptop has an Intel GPU, and it has OpenGL 2.1, but not 3.x — I’d love to use something like the procedural shaders I’ve seen on other products, but if my laptop can’t play it, I’m not sure I’m a fan of my own game; I want to open doors, not lock it down so its only available on powerful Windows gaming rigs.