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[Storm Engine 2][dev] Phaeton

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[Storm Engine 2][dev] Phaeton

Postby motorsep » Tue Jun 17, 2014 1:21 am

At last, Storm Engine 2 came to be:

https://www.youtube.com/watch?v=0r-SOxXFM3c

and the changelog: www.kot-in-action.com/blog_new.html

P.S. If you watch the moment where Credits roll, you can see who was working on the engine ;)
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Re: [Storm Engine 2][dev] Phaeton

Postby goldenboy » Tue Jun 17, 2014 2:20 pm

Seems like a nice idtech4 engine, good work folks.

Good luck with the game motorsep.
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Tue Jun 17, 2014 10:11 pm

Thanks!

It's idTech 4 + idTech 5 actually.
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Re: [Storm Engine 2][dev] Phaeton

Postby Julius » Thu Jun 19, 2014 6:05 pm

Got a source repository somewhere? Is is multiplatform, i.e. Linux support?
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Re: [Storm Engine 2][dev] Phaeton

Postby Spiney » Thu Jun 19, 2014 9:52 pm

Just wondering, is there any reason why games like to use the flash interfaces?
I don't have anything against Flash (I used to use it myself quite happily), just wonder why that format. Seems like a fairly big entry barrier when using a proprietary third party tech.
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Re: [Storm Engine 2][dev] Phaeton

Postby leileilol » Thu Jun 19, 2014 9:56 pm

Adobe/Autodesk industry gridlock.
i should not be here
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Thu Jun 19, 2014 10:54 pm

Julius wrote:Got a source repository somewhere? Is is multiplatform, i.e. Linux support?


Yeah, somewhere private for now :)

Windows/Linux for now, OSX shouldn't be too hard to add, SteamOS perhaps even easier.
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Thu Jun 19, 2014 11:00 pm

Spiney wrote:Just wondering, is there any reason why games like to use the flash interfaces?
I don't have anything against Flash (I used to use it myself quite happily), just wonder why that format. Seems like a fairly big entry barrier when using a proprietary third party tech.


Because having Flash is infinitely better than having no Flash. It also varies across the board - current implementation in the engine is proprietary to ID, while many (most?) other engine use Scaleform. That being said, there is no extra 3rd party libs involved with Storm Engine 2. It's all built-in, cross-platform.

Oh, and the reason Flash GUI is good, is that it has best animation capabilities, standardized code in the form of AS2 or C++ (Actionscript 2, but I am sure it's not that hard to upgrade to AS3 if needed) and nice tools to author the GUI. The only "downside" is that Flash isn't free (unless you happen to own one of those Flash books that come with Flash MX2004 CD, which now has product key available somewhere on Adobe's site).

In other words, if you don't know AS2 or Flash or don't own Flash and don't care to buy it, the world is full of Flash artists/programmers who can work on the menus and such.
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Sun Jan 18, 2015 5:03 pm

Made an entry on IndieDb for our engine http://www.indiedb.com/engines/storm-en ... king-title in preparation to opening a page for my game (since I need to specify what engine it uses) :)

Also here is a new dev video showing complex interactive surfaces (in-game GUIs):

https://www.youtube.com/watch?v=5r5xEpS7zYw

We have been battling with performance optimization of the engine and at the end it turns out to be driver's fault. Nvidia acknowledged that with latest whql driver performing _much_ better than the previous one. AMD doesn't seem to give a damn, so as it stands now, anything below R9 model will not be officially supported (performance on R9 seems to be good, but on HD7850, for example, it's abysmal).
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Re: [Storm Engine 2][dev] Phaeton

Postby toneddu2000 » Mon Jan 19, 2015 11:21 am

All the best, man, seriously, all the best! The features list is huge! I'm particularly interested in new "Powerful and flexible object oriented scripting language (similar to C++ language syntax)."
Can't wait to buy it! :D
Go Kot-In-Action go!

PS: Flash GUI is awesome!
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Mon Jan 19, 2015 3:11 pm

toneddu2000 wrote:All the best, man, seriously, all the best! The features list is huge! I'm particularly interested in new "Powerful and flexible object oriented scripting language (similar to C++ language syntax)."
Can't wait to buy it! :D
Go Kot-In-Action go!

PS: Flash GUI is awesome!


Thanks :)

Scripting language is just DoomScript with some extra functionality exposed :) You can start modding Doom 3 and by the time Phaeton comes out, you'd be able to hit the ground running with modding.
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Re: [Storm Engine 2][dev] Phaeton

Postby toneddu2000 » Mon Jan 19, 2015 3:29 pm

You can start modding Doom 3 and by the time Phaeton comes out, you'd be able to hit the ground running with modding.
I'd like to, but I couldn't find any good doomscript resources site yet (I found one once with all red pages iirc but I forgot where it was!) :(
Will it be possible to control all the gamecode via DoomScript or will it still be necessary to explore rabbit's hole in C++ for advanced stuff (AI, networking, UI)?

What about the license of Phaeton engine? Will it be all GPL or id software's part GPL and Kot-In-Action's part commercial?
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Mon Jan 19, 2015 3:42 pm

toneddu2000 wrote:
You can start modding Doom 3 and by the time Phaeton comes out, you'd be able to hit the ground running with modding.
I'd like to, but I couldn't find any good doomscript resources site yet (I found one once with all red pages iirc but I forgot where it was!) :(
Will it be possible to control all the gamecode via DoomScript or will it still be necessary to explore rabbit's hole in C++ for advanced stuff (AI, networking, UI)?

What about the license of Phaeton engine? Will it be all GPL or id software's part GPL and Kot-In-Action's part commercial?


Doom 3 has all assets in ascii format - just see how it's done, modify it and you'll figure it out. Most scripts are well commented. The core gameplay is in C++, and scrip is extension of it, forming the gameplay. Simply put it - the whole gameplay is in script. Take AI for example - navigation and obstacles avoidance are in C++, but decision making is in script. Weapons - core functionality is in C++, but each individual weapon is in script (except special weapons, which have unique behavior that is in C++).

Networking is in C++, GUI is in script (GUI Editor is there for visual part, script is to create interactions).

Engine + gamecode are GPL, scripts and everything else non-GPL (same as with Doom 3 GPL).
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Re: [Storm Engine 2][dev] Phaeton

Postby toneddu2000 » Mon Jan 19, 2015 5:43 pm

ah ok thanks for the clarification. So we can say doomscript can use some sort of "API" which trigger low level functionalities written in C++?
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Mon Jan 19, 2015 6:46 pm

toneddu2000 wrote:ah ok thanks for the clarification. So we can say doomscript can use some sort of "API" which trigger low level functionalities written in C++?


Not really. It's a script. API would be a description how it works.
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