GE 1.5 preview (MacOSX/Win)

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GE 1.5 preview (MacOSX/Win)

Postby akr » Mon Feb 28, 2011 12:24 pm

I made my GE 1.5 prototype public. Any comments, suggestions highly welcome. See on game-editor.net

- heavy physics
- scaling
- rotation
- new collision detection
- sprites with polygon collision path

EDIT: Game Editor (editor gui) ittself will now also require opengl.

Want to get a feeling if this is the right way to go or if there is another demand for different features.

NOTE: This version cannot export your game, and is not reverse compatible with gE 1.4.
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If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX)

Postby Game A Gogo » Mon Feb 28, 2011 12:28 pm

excelent!
But I'm concern of the speed of this... the rotation seems anti-aliased, won't that cause more lag??
What fps can you get with several actors using rotation and these complicated physics?
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Re: GE 1.5 preview (MacOSX)

Postby akr » Mon Feb 28, 2011 12:45 pm

1) New engines supporting this have to be opengles driven. As long as this is the case no problem. HW acceleration will become mandatory
2) Rotaton, scaling and physics are optional. If you dont use it, everything is as it was (eg. no CreateDynamicBody());
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Re: GE 1.5 preview (MacOSX)

Postby Kodo » Mon Feb 28, 2011 1:32 pm

This is fantastic, I'll go turn on my Mac and start downloading, I'm looking forward to trying these new features, I'll let you know how I get on :)

Just turned on my Mac and gone looking for the download but can find it yet. I'll have another look a bit later :)
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Re: GE 1.5 preview (MacOSX)

Postby akr » Mon Feb 28, 2011 2:05 pm

You need to register. Then a download link will appear. Pls use same name as here. Looking forward to get your thoughts.
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If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX)

Postby Kodo » Mon Feb 28, 2011 2:08 pm

I was already registered, but wasn't logged in :shock: Ive downloaded it now.Thanks :)
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Re: GE 1.5 preview (MacOSX)

Postby Kodo » Mon Feb 28, 2011 2:59 pm

After a quick look this is looking really great, I haven't exported a version to test on my iPod yet (would that work yet if I tried?)

I've found how you create the different body types..

-> b2CreateStaticBody() in create event for an un-movable static object that you want physics objects to interact with.
-> b2CreateDynamicCircle() in create event for an circular/round actor.
-> b2bCreateDynamicBody() in create event for a box/rectangular object.
-> b2ActorUpdate in the draw event for any movable physics object - which allows the physics to work.

Could you explain bsWorldStep(a,b,c) a bit please?

SetRotation(int); <- this works fine. I did expect to set it using radians like SetRotation(degtorad(int)), i like the fact that it expects an int, makes it more user friendly :) Also being able to set the scale & rotation in the Actor Control is really useful :)

SetScale(float); <- works perfectly :)

I've noticed that if an objects scale is changed after it has been created the bounding polygon used for collision is not updated. Possibly something like b2UpdateDynamicBody/b2UpdateDynamicCircle methods would solve this if possible? Then if for some reason we changed the scale or rotation in an event we could also recreate the collision polygon manually. It would make the system a bit more flexible, but as it is now it is already very usable!

This already has huge potential for new games, I've got one in mind already :)
Amazing work you've done here Akr!
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Re: GE 1.5 preview (MacOSX)

Postby akr » Tue Mar 01, 2011 7:15 am

Regarding physics I decided for box2d. Its well known and widely used in many games and engines. It performes best compared to others
e.g. chipmunks and its pretty straightforward. The commands build in game-editor are pretty similar to the base functions of box2d.
You can find more here:

http://www.box2d.org/manual.html

Regarding wordstep, you can treat it as follows

float32 timeStep = 1.0f / 60.f;

int32 velocityIterations = 10;

int32 positionIterations = 8;

myWorld->Step(timeStep, velocityIterations, positionIterations);
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Re: GE 1.5 preview (MacOSX)

Postby Leif » Tue Mar 01, 2011 1:51 pm

What about Windows preview? :)
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Re: GE 1.5 preview (MacOSX)

Postby schnellboot » Tue Mar 01, 2011 1:52 pm

Leif wrote:What about Windows preview? :)

+1
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Re: GE 1.5 preview (MacOSX)

Postby akr » Tue Mar 01, 2011 2:24 pm

I am on Cebit right now but may find some time on the weekend to post the windows edition.
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If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX)

Postby Leif » Tue Mar 01, 2011 2:38 pm

Can user develop application with engine prototype the same way as with finalized engine?
I mean functionality.
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Re: GE 1.5 preview (MacOSX)

Postby akr » Tue Mar 01, 2011 4:55 pm

The goal is to narrow down a product which is something the community needs and technology which is good for GEs future.

So the prototype is for discussion purposes and to get thoughts from community. You can develop something with but
dont nail me down if things change or ge gets reworked.
Co-Developer of GE engine

If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX)

Postby Bee-Ant » Thu Mar 03, 2011 7:51 am

schnellboot wrote:
Leif wrote:What about Windows preview? :)

+1

Don't forget the linux please...
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Re: GE 1.5 preview (MacOSX)

Postby MrJolteon » Thu Mar 03, 2011 4:35 pm

schnellboot wrote:
Leif wrote:What about Windows preview? :)

+1
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