Thread overview
Progress on DGE
Oct 15, 2012
BLM768
Oct 18, 2012
Manipulator
Oct 19, 2012
BLM768
Oct 19, 2012
Henning Pohl
October 15, 2012
I haven't posted a progress update on my game engine project, DGE, for a while. I've managed to find the source of a major bug that was holding back development, and I've been making sporadic improvements ever since. It's still very incomplete and a bit buggy, but at least it draws stuff now. :)

One of the more interesting developments is an expansion of the collision detection system. Barring any serious flaws in my code, I think I'm about 3/4 of the way to having a working capsule-capsule sweep test, which, as far as I've seen, has been implemented only one or two times before. Of course, with my knowledge of physics, something's probably wrong, but I haven't noticed any major issues in recent trials (except, obviously, for cases that I haven't implemented). It still needs a good broadphase system, but I haven't figured out what I want to do on that front...

Anyway, if anyone wants to take a look at the current state of the code, it's at http://sourceforge.net/p/d-game-engine. I'll probably move it to Github at some point, but I haven't gotten around to it.

Also, if anyone has suggestions, enhancement requests, patches, etc., I'd be glad to hear them. I'm still not completely sure how to design the multi-pass rendering facilities, so suggestions in that area would be especially helpful.


October 18, 2012
On Monday, 15 October 2012 at 20:50:09 UTC, BLM768 wrote:
> I haven't posted a progress update on my game engine project, DGE, for a while. I've managed to find the source of a major bug that was holding back development, and I've been making sporadic improvements ever since. It's still very incomplete and a bit buggy, but at least it draws stuff now. :)
>
> One of the more interesting developments is an expansion of the collision detection system. Barring any serious flaws in my code, I think I'm about 3/4 of the way to having a working capsule-capsule sweep test, which, as far as I've seen, has been implemented only one or two times before. Of course, with my knowledge of physics, something's probably wrong, but I haven't noticed any major issues in recent trials (except, obviously, for cases that I haven't implemented). It still needs a good broadphase system, but I haven't figured out what I want to do on that front...
>
> Anyway, if anyone wants to take a look at the current state of the code, it's at http://sourceforge.net/p/d-game-engine. I'll probably move it to Github at some point, but I haven't gotten around to it.
>
> Also, if anyone has suggestions, enhancement requests, patches, etc., I'd be glad to hear them. I'm still not completely sure how to design the multi-pass rendering facilities, so suggestions in that area would be especially helpful.

I think your engine is very interesting! I'm myself working on a game framework for D (with some kind of engine built in). Would it be okey to port your code to my framework?
It's been a while since I pushed to my public repo but you can maybe get an idea what I'm working on: https://github.com/Manipulator/New-World-Framework
October 19, 2012
>
> I think your engine is very interesting! I'm myself working on a game framework for D (with some kind of engine built in). Would it be okey to port your code to my framework?
> It's been a while since I pushed to my public repo but you can maybe get an idea what I'm working on: https://github.com/Manipulator/New-World-Framework

Go right ahead! Some of my own code (especially in the collision
detection department) is based to some degree on others', so I
guess it's my turn to share.
If you run into anything that could be made better or given
better documentation, let me know. Of course, I don't think that
much of anything is documented right now...


October 19, 2012
FYI: https://github.com/hpohl/ext

But I won't work on it further, I think. Indentation is a bit messed up, because I switched from tabs to spaces.