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
![Wink ;)](./images/smilies/icon_wink.gif)
Yeah, somewhere private for nowJulius wrote:Got a source repository somewhere? Is is multiplatform, i.e. Linux support?
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.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.
Thankstoneddu2000 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!
Go Kot-In-Action go!
PS: Flash GUI is awesome!
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!)You can start modding Doom 3 and by the time Phaeton comes out, you'd be able to hit the ground running with modding.
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++).toneddu2000 wrote: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!)You can start modding Doom 3 and by the time Phaeton comes out, you'd be able to hit the ground running with modding.![]()
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?
Not really. It's a script. API would be a description how it works.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++?