Get start with KGE
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Developers
Help us to improve the Kochol Game Engine |
Get start with KGE
Get KGE now |
Developers
Help us to improve the Kochol Game Engine |
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Kochol Game Engine 0.0.9 Released.
I am going to refactor KGE design in next releases so you may not see many new features in next releases but you see tutorials and more documents updates and many bug fixes in next releases.
In this version I wrote a memory manager that uses nedmalloc to manage memory and have a memory tracker that can tell memory leaks for you.
3 new tutorials has been written for Camera movement, Animated meshes and terrain
You can download it from here
Changes in this version:
- A bug in Calculating animation on CPU Fixed.
- Add some information to memory leak log
- Fix 3 bugs in tile terrain
- Add 05terrain tutorial showing how to use tile terrain.
- Add KgeArray
- Fix bugs in KgeMemory
- Add KgeMemory::ReallocateBytes
- Use KgeMemory for memory managment
- Add 02Input tutorial for show how to use keyboard and moving the camera
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Kochol Game Engine 0.0.8 Released.
In this version you have to use the InitParameters structure to initialize the KGE and set your parameters in this structure.
A tutorial has been written for initializing the engine. We recommend using this tutorial to start your own project.
Some documents are fixed and this version is more developer friendly
You can download it from here
Changes in this version:
- Add InitParameters structure
- Fix comments in kge namespace headers
- Add Tutorial 01
- Rename kge::core::Timer->GetSeconds() to GetTimeElapsed
- Fix a bug in adding lights after adding the meshes
- Fix a bug in shadow map with ATI cards
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Kochol Game Engine 0.0.7 released.
It has more than 1.5 MB of source code now. I ported the source code of engine to git repository on sourceforge.net because the git can let me to release stable versions more quickly by using the amazing branching system of git the master branch always has the stable version.
The new Material Manger and Material system of KGE now generate shader code on the fly for different effects that user request. The material system has two rendering path for both forward and deferred rendering. I’m really satisfied with rendering speed and quality.
The effect manager now works better for rendering shadow maps and post process effects like post bloom. An advanced particle system implemented in KGE.
PhysX also implemeted in engine but we don’t tested it yet. Maybe this part of engine have to be rewritten.
The tiled terrain scene node of engine is very amazing for blending many textures on it and render the terrain in only one pass. You can blend textures with per pixel blending up to 64 textures.
Many bugs fixed and many minor features added to this version.
You can download it from http://sourceforge.net/projects/kge/files/KGE/KGE%200.0.7/kge007.zip/download
A game with this engine is released in Iran called Siavosh see its website at http://sourenagames.com/
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Currently I implemented deferred shading in KGE.
This is a perfect technique to render a scene with multi lights.
I use an R32F render target for storing depth value, a G16R16F render target for storing normal data using sphere map technique and an ARGB8 for texture color and specular intensity.
It is easy to enable deferred shading in KGE just write below code after device init.
g_pRenderer->SetRendererPipeline(kge::gfx::ERP_Deferred);
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How a texture will be loaded in KGE new design
1- We ask resource manager to load a resource
2- It search if the resource loaded already
3- it ask File system manager to load the file stream
4- File system manager ask its plugins to load file from hard disk, archive files or maybe internet to find it
5- Resource manager ask the Loader plugins if they can load this file
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I recently add hardware shadow mapping, NULL render target and self shadowing to engine and solve many shadowing bugs in engine.
With hardware shadow mapping you can turn off color rendering and use a NULL render target that dose not consume any memory to speed up shadow rendering. It also compare depth automatically and apply 2x PCF to your shadows.
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I decided to host KGE on github.com. I think this site make easier to contribute to open source projects by forking an existing project and creating request pulls so others can help open source projects better.
The new codes for KGE 0.1 is hosted on https://github.com/kochol/kge
Also you can see the KGE API reference on http://kochol.github.com/kge/api/
I also use assembla.com/ to manage my team. http://www.assembla.com/spaces/kge/stream
Wish me luck :D
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I am working on new engine design in my separate times this new design focus on making games not only the graphics and it is cross platform.
This new design is aiming for creating multiplayer online games on Windows, Linux, Web browsers and android with a flexible design that uses Plugins, Components, Multi-Threading and … See Roadmap page for more info
Every KGE applications starts with KGEmain function then they can initialize their program and create cross platform applications in this way that can run on web browsers and android systems.
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