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| 11 Nov 2011 02:59 AM |
Post your game engine, and it's main functions. :)
Name: RoG (Firelight Studios) game engine. Type: RPG Drag and Drop Interface game engine Complete: ~10% UserType: Group OperatingType: Define variables, define function, call functions MainOperations - Cameras - Cutscenes - Drag and drop - Dialog - OPP Drag/Drop/Dialog/Anything else - GUI Tweening Interface - Camera Load Parts - Camera Animate Areas Scripts: 0 LocalScripts: 1 Favorite function - HideScreen(3) This function makes a wave of black boxes sweep across the screen, showing the screen from a solid black one.
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| 11 Nov 2011 03:13 AM |
| I think I saw that hidescreen function. I thought it was really cool, good job. |
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LPGhatguy
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| Joined: 27 Jun 2008 |
| Total Posts: 4725 |
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| 11 Nov 2011 05:02 AM |
I've got two portions to mine: a developer-kit for creating content for the engine, and the actual runtime thing.
Name: ROpen DevEnd
Type: Developer suite tailored for ROpen (though the base I have it built on allows it to be adapted to any other game engine or a generic type of game engine)
Completeness: N/A, I have the base loading done and a compiler done, but I'm not quite sure all that there will be. If a number is really needed here, 7% is a good number.
Features: -Base mod loader/package installer system -Content authoring tools -Installs the ROpen Runtime
Name: ROpen Runtime
Type: Content/Input/Library/Utility interface/set
Completeness: Eh. I've been waffling around on different content formats and distribution methods. I'm working out small libraries before I begin working on the runtime library loader and stuff, though I've got a few prototypes.
Features: -Base library loader (different from DevEnd) -Content tools (authoring, same as DevEnd, and loading and using) -Input layer (Right clicking objects, keyboard input, etc.) -Mixed utility functions (string "explode" and such)
I work on bits and come up with ideas a little bit at a time. With precalc I'm rather busy. :P |
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bombpaw
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| Joined: 15 Mar 2009 |
| Total Posts: 3484 |
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| 11 Nov 2011 06:33 AM |
Name: UlkaikEngine Type: 3D game creation Complete: ~1% (Big plans for this) UserType: People I sell it to OperatingType: Large class-based API MainOperations: All the stuff you'd need to make a 3D game, including RPGs, FPS, etc. Scripts:0 LocalScripts:0 JavaProjects:5 FavoriteClass: TimeManager (Keeps all sections of engine running in time! :D) |
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aboy5643a
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| Joined: 20 Nov 2010 |
| Total Posts: 2785 |
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| 11 Nov 2011 07:00 AM |
Name: EZDraw Type: 2D object drawing Complete: idk, it's fully functional but I constantly add to it so... UserType: People OperatingType: A giant library of quick GUI drawing function and other MainOperations: **EZDrawAssets.Lua** A library of useful drawing functions -Draws basic rectangles -Draws triangles, circles, and regular polygons -Allows to place in the physical "workspace" with physics -Allows to place in the background with no physics -Inserts images -Draws stairs given a number, width, height, and position **EZDrawSource.Lua** A top down physics engine -Allows infinite (theoretically) players to interact with stationary objects on a server -Peforms basic physics and collision -Has the ability to do cutscenes Scripts: 0 LocalScripts: 1 (note: EZDrawAssets.Lua is a plugin file that inserts the object into the StarterGui FavoriteFunction: -Stairs(num,width,height,xpos,ypos,dir) Draws stairs in both directions with any number of stairs at any width or height. :)
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| 11 Nov 2011 09:20 AM |
Y UR ENGINES SO ORGANIZED???
Name: Kitten Engine
Complete: Currently working on server side, gotta add some weld related stuff and some stuff that eases up organizing stuff like making a 2D grid for a map or something.
UserType: Me, Propably will make it open source. (OR NOT. AHHAHAAHHAHAHAHAH)
OperatingType: Model with a bunch of scripts. Call InitKittenEngine() to wait for stuff to load and then it returns a table containing all the functions of the engine. Server and local versions, local having some extra stuff, unless i decide to make them the same for the sake of simplicity, and just make the server one not load the functions. (Well you can access camera and stuff on server xP)
MainOperations: *Server & Client* -Associate a table with each instance. Table contains joints connected to instance, body (not-associated-to-instance object containing all parts connected to each other through welds), parent, children and an extra data table for user addable data like part damage, owner or type.
-Body related functions: >Get parts of body >Get parts connected to part (actually this just uses the joints of the part, not the body...) >Traverse body with callback function (start from part, recursively go through joints, call callback to check if part is traversable, given previous and the part trying to traverse to) >Get OOBB of parts given an orientation. returns size and position if i remember right. Assumes parts to be boxes, but their rotation doesnt matter. >Get mass center of parts >Apply force to a body (like normal bodyvelocity / angularvelocity) >Apply force to an object space point on body, to an object space direction. Like a BodyThrust. >Apply force to an world space point on body, to an world space direction. Like a bodyforce if it had a location property (does it???).
-Weld stuff >Weld a to b, optionally set C1 and C0, else theyre welded with their current relative positions. >Same as above but with Motor welds instead. >(not done yet) Make functions to change rotation of welds, like rotate the connected part around an axis and other stuff. >(not done yet) Make functions to change speed and stuff of motor welds cuz im lazy to do that myself.
-Utilities >Dont know what utilities mean >Functions to convert tables to value objects and the other way around >Function to copy a table, or save a table with a name and generate copies using GenTables(name,count) (I thought this might be useful so you dont need to change many scripts if you want to add a variable to an "object" if you are building that object in many places because youre too lazy to use functions.) >Get type of object (adds a few untrustable types for userdatas like vector3, cframe and instance)
-Math >All the annoying functions that i always need to write because roblox didnt add them, plus everything related to math or logic i might use. Like Vector3Abs and Vector3Polarity (returns vector with each component being 1,0 or -1 depending on wat the component ish)
-Events >Create event with name or without, connect functions, fire, remove event.
-Client communication >Send and receive tables from clients/server
-Kitten Engine Server >Init kitten engine, calls init functions of the "sub scripts"
-Gui stuff (Not started yet. Will be both server and client) >Stuff like making sliders and pop up menus. And maybe a draggable object for handles and random stuff. >Random gui related functions like screen position to world position and vice versa. >Some thing wich lets you register a gui interface with a name, and then have a function to create or close that interface. You will also associate create and close functions with the gui thing. Would propably take in parent and position for the create function + user data for both close and create. (also deactivate and activate functions and hide and show functions that will just hide all the guis or you can override it for some reason)
-Camera stuff >Set camera position and focus and stuff >Make camera follow a path (for cutscenes? I dont even ever use and will never use them propably.) (WIT DAT FANCY NAMED CURVE APPROXIMATION ALGORITHM i think it started wit a B)
-Data stuff >Save and load data of player to a table. Give it a table with string keys and some values and it will check value type to use right function and load the value. Or save. Yus. Will also save random data for some reason.
-Log/Admin stuff (1% done, added a logmsg() function xD) >Log random messages from engine >Fancy admin panel for viewing log and random numbers and banning/kicking players for some specified time and stuff. (Yay fancy debugging numbers that you dont understand)
*Client only* -Tool stuff >Send all data to server (like mouse pos, pressing and releasing keys, what tool is selected...) >Custom tool selecting thing wich allows selecting and activating tools so you could have a sword selected and something that wouldnt interfere with your selectable tools, like a jetpack, activated. Also related to above a hopperbin that gets removed when selected. Though thats not going to be a main feature because roblox hates custom stuff.
FavoriteFunction: -Idk, GetOOBB? Its the most complex one. I dont even know if it works because im too lazy to test it because it requires a 5 line script or something. |
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LPGhatguy
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| Joined: 27 Jun 2008 |
| Total Posts: 4725 |
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| 11 Nov 2011 06:19 PM |
| Forgot to say that mine will be completely open source and runs two scripts, a normal Script to run the server, and a LocalScript to deal with direct client input. |
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1waffle1
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| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
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| 11 Nov 2011 06:52 PM |
Name: BCy Type: 3D Sandbox/Storyline game Main functions: Everything. |
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blocco
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| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
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| 11 Nov 2011 06:59 PM |
Name: Life 360 Type: RPG Sandbox Main Function: Die(person) |
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| 11 Nov 2011 07:03 PM |
Name: Project REX Type: GUI RPG Third-Person Shooter |
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Corecii
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| Joined: 06 Aug 2010 |
| Total Posts: 687 |
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| 11 Nov 2011 08:23 PM |
Not exactly a GAME engine, but it's still an 'engine' for something.
Name: corLib Engine Type: Command and Permissions engine Complete: V1.0.0 UserType: Scripters, or anyone if using with corLib Commands OperatingType: Get and set permissions (similar to MC, very), personal command syntax, message system. Works from a main corLib table. Mostly operated through functions. MainOperations - Permissions getting and setting - Running commands - Creating messages - Getting commands from player's text based on their personal command syntax preferences Scripts: 1 LocalScripts: 0 Favorite function - corLib.permissions.get(Number (1=Person,not 1=Group),String Name,Boolean ConvertToFunction) What it does: Gets all the permissions the player may use.
Name: corLib Commands Type: Commands based off of the corLib Engine Complete: < 10% UserType: Anyone who needs commands OperatingType: Calls functions from corLib, creates functions/commands MainOperations - Commands Scripts: >= 1 LocalScripts: >= 1 Favorite function Only thing done is planning.
corLib may be expanded to do a lot more, but currently it's just a commands 'engine' (really, it's more just a library for that stuff, but has some stuff to work on its own).
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nights192
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| Joined: 22 Feb 2008 |
| Total Posts: 18071 |
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| 11 Nov 2011 09:31 PM |
Name: TruView Type: Complete Game Engine Complete: ~5% UserType: Indie Developers OperatingType: Visual Programming, Lisp Programming, Visual Map Editor, Visual Material Editor MainOperations - Cameras -TruScripts -Lisp engine modifications -Full DX11 support -Dynamic Model Generator -Easy Map Editing Scripts: >5 LocalScripts: >50 Favorite function (boom x y, r) (Causes a well made explosion at the x y coordinates, with the explosion size measured in feet. |
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nights192
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| Joined: 22 Feb 2008 |
| Total Posts: 18071 |
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| 11 Nov 2011 09:31 PM |
| (Huh. For some reason it never occurred to me this was ROBLOX related until while I was posting. Oh well.) |
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EMAN381
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| Joined: 27 Nov 2007 |
| Total Posts: 4300 |
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| 11 Nov 2011 11:46 PM |
I like Unity3D.
Sure - I only know how to work some of it, but it's a really great engine. |
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Aaaboy97
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| Joined: 05 Apr 2009 |
| Total Posts: 6612 |
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| 11 Nov 2011 11:59 PM |
My game engine is:
Making scripts that work
ᵟΔᵟ <-- idk |
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| 12 Nov 2011 12:01 AM |
| @Aaa, I don't like you're engine then. |
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| 12 Nov 2011 12:02 AM |
| I do. It's similar to most of my engines, except that my scripts don't work. |
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pighead10
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| Joined: 03 May 2009 |
| Total Posts: 10341 |
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| 12 Nov 2011 02:26 AM |
| I don't make engines, I just make everything from scratch because I can never be bothered to make engines, tihnking that I'll never need them again. |
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TheMyrco
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| Joined: 13 Aug 2011 |
| Total Posts: 15105 |
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| 12 Nov 2011 04:04 AM |
| I don't even know how to make one :c |
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| 12 Nov 2011 06:01 AM |
"Explosion size measured in feet"
Theres no feet on computers u, theres just these things called "units" or something!
Eww feet... Unlogical... |
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nights192
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| Joined: 22 Feb 2008 |
| Total Posts: 18071 |
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| 13 Nov 2011 08:46 PM |
@Radioaktivivinenenenenen
There is this term called 'game metrics'... |
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| 13 Nov 2011 08:49 PM |
eye's super game engine.
features: - super cool coroutine task scheduling. |
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geicogeko
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| Joined: 27 Apr 2010 |
| Total Posts: 2727 |
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| 13 Nov 2011 08:52 PM |
Only one here without and engine FTW
~Legal Lizard~ |
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| 13 Nov 2011 10:09 PM |
Working on the 'Ro-Play' project. ...That is all. |
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