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Help us to improve the Kochol Game Engine |
Get KGE now |
Help us to improve the Kochol Game Engine |
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Static mesh instancing implemented for KGE 0.0.7
KGE will automatically create instancing for a mesh if you place it more than 10 times in scene and change its vertex shader to support instancing.
It really increase speed of rendering specially when your mesh has more than one part (Material)
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The new logger class for the new version implemented. This new logger design logs events in threads because writing to console and files are slow functions, so you can log more without worrying about performance.
New memory interfaces implemented in engine KGE_NEW and KGE_DELETE are used for allocating and deallocating memory then engine can track memory for memory leaks and it uses nedmalloc to allocate memory which is a fast library for working with memory.
for more info see http://kge3d.org/wiki/document/developers/coding-style/ wiki page
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I start to redesign and refactoring Kochol Game Engine.
In this new design we focus on multithreading, plugin and component based design with more clean and documented code.
We want to use nedmalloc as default memory allocator for KGE. More info on wiki pages
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Particle system and billboard are implemented in engine.
Thanks to our new KGE developer Nader that code these features for KGE.
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These are two new screen shot from 12 visages game written by KGE. You can see more on their website.


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Save and load for TileTexture implemented in engine and it uses boost serialize for save and load.
When you save your TileTexture it creates DXT5 compressed texture and save it to the given file next time you load the file it uses that DXT5 texture for rendering so it use less memory and loading time and can speed up the terrain rendering.
In our project it video memory consumption becomes 42MB from 168MB and loading time becomes 4 second from 42 seconds.
This page in wiki talk about TileTexture in more detail.
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KGE 0.0.6 released
We add some new features to engine like tile terrain, physics, particle systems, shadow maps, …
This version has more than 1180 KB of source code.
Unfortunately the OpenGL renderer is not updated in this version and dose not work at all but we plan to fix this soon.
We wrote some tutorials and add an API document for this version but the engine still have lack of documents.
Happy downloading :D
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I’m working on a new material system for KGE and this is the generated shader code for 3 directional light and 1 point light. This new material system can automatically create shader code depends on lights in the scene and it is fully dynamic and on the fly.
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We wrote our third tutorial about how to control the camera in KGE.
You can read this tutorial here.
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