General Category > General Anim8or Forum
WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
nemyax:
Is this a game engine?
cooldude234:
Simple answer, Yes!
I assume you are not aware of the original cre8or.
It was an application that utilized the kjx engine and anim8or to make games. But since it's unfortunate end I have decided to restart the project using my own engine and programing everything from scratch.
I kinda hijacked these forums as it still is anim8or related-ish (as it does utilize anim8or)and I do not have anywhere else to post at the moment (am getting a site, but having troubles setting up forum stuff).
And as you can tell by the last few post I am currently working on GLSL support and trying to work out some bugs with that (things like max uniform arrays, gah those stupid max uniform limits are really getting to me ):< ).
nemyax:
How does it use Anim8or? By importing .an8 files, or are there bindings of some kind?
cooldude234:
The Original cre8or loaded the an8 format and used model and figure data which had scripts tied to them. It also used scene data to place said objects and figures in the initial scene for the engine.
How I plan on implementing the an8 file format is similar. I wont be directly tying scripts to the models (as it makes for reuse of models a real big pain). The scripts however will be able to call the engine to render any model loaded up from the an8 file. So a single script could render multiple models. Or you could have a script not render any model or object. This is a big contrast to what it was back in the old cre8or which you had to have a model or object in the scene for that particular script for that model to work.
Also I will possibly use anim8or scenes for something similar to a level editor In which it generates code based on the scene. EG you place a terrain model and a house model at different locations. Cre8or would then interpret this and insert code for those locations and when to draw them.
Although how I implement scenes will be heavily dependent on how the rest of the engine structure turns out.
I do plan on having functions that go around the other way instead of the engine reading stuff from anim8or, the engine will be able to output anim8or files that could then be read back into anim8or.
The original cre8or had something like this in which you could record the physics of your game and it would that segment as an anim8or scene (animating the things that were affected by the physics in game).
One thing I do plan on doing is having skeletal animation and physics that could be recorded and sent back to anim8or (like ragdolls).
cooldude234:
Added some more features to the scripts, and currently trying to figure out how to implement blocks and scope blocks into them.
Now this wouldn't be such a big issue if this were code that was going to be compiled. Because then I could design a compiler that would organize the code in such a way that would it would work just like normal machine code (removing blocks, replacing them with jumps, not using symbolic names for variables etc). But I have to do all this with stacks and ASCII identifiers for functions and parse it all in real time.
:-\
However I am implementing a preparer optimizer that will try to optimize the scripts to make it faster to read for the real time parser I could then at that point fix a lot of the difficult stuff but it wouldn't solve everything.
I'll post more once I refine what I have written down on scrap paper.
Hopefully this won't take too long to get done.
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