I've been working on a new game engine(not Radial engine) and its editor for quite a while now. What I want is a C++ engine, supporting both inheritance and composition.
My goals are:
- I must be able to do anything even game logic using C++ code
- Better data model and modifier classes for the editor making it much easier to add new features
- C++11 standard rocks, use it more, especially closures and shared_ptr
- Simplified object model for the engine itself, anything is a container now
- Resource system supporting reference/instance mechanism
- Generic property editors makes life much easier
- Better serialization
While it is far from alpha, I am using it for upcoming space game we are developing. Here are the current implemented features so far:
- Viewport
- Importer and file watchers
- Transformation gizmos
- Undo-redo mechanism
- Scenegraph models
- Drag drop
- Basic file operations
- Property editor
- Particle engine
I am working on material system right now, while I can import materials in a simple format, I will implement complicated shader data as properties and can be attached to renderables.
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