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General => SFML projects => Topic started by: Sk Landry on October 22, 2016, 05:58:22 pm

Title: Nero Game Engine
Post by: Sk Landry on October 22, 2016, 05:58:22 pm
Hi every one, my name is Landry, In this topic i want to present you my project :  Project Nero

The goal of the project is to build a Game Engine using SFML and Box2D. I decided to focus the development on platform game. Build a Game Engine with a lot of features is really tough. The first step in building my engine was to integrate Box2D with SFML, i've thought of a lot way to do that and then i've discovered the Box2D TestBed, The Box2D TestBed offers many features but it use glui and freeglut instead of SFML. So, i've decided to replicate it, suppress all the glui, freeglut and openGl code and then get only some SFML and SFGUI code : This gave me the "Nero  Game Engine 0.1"

For the moment the engine is splited in two parts, a Render_Engine and a Dev_Engine

The goal of the Render Engine is to test a game scene: you create a new Scene (a new class that inherit from nero::Scene), set the scene to the engine and run the engine. The Render Engine offer to reset and pause the scene.
Here is a screen shoot that run the "Tumbler" example from the Box2D TestBed (http://s-media-cache-ak0.pinimg.com/originals/bf/71/28/bf7128041c725a42c0f4fe574aa5255c.png)

The goal of the Dev_Engine is to help in a Scene building, at this stage of development it's a complete replication of the Box2D Testbed. The features it offers are :
 - Automatic drawing : when you create a box2d object, it's draw automatically no need to create a SFML shape
- Move object with the mouse
- See object center of mass, bounding rectangle, etc
- See statistic (number of body in the scene etc)

Here is a Screen shoot with the "Conveyor Belt" example from Box2D Testbed (http://s-media-cache-ak0.pinimg.com/originals/9d/a7/42/9da74271f904d7687b4e4d3284f4b795.png)

When you create a Scene by inheriting from (nero::Scene or nero::DevScene), you get access to the camera and some functions to process keyboard and mouse input
Title: Re: Nero Game Engine
Post by: ratzlaff on October 24, 2016, 06:45:41 pm
Nice!

Do you have your code up somewhere accessible?
Title: Re: Nero Game Engine
Post by: Sk Landry on October 25, 2016, 12:33:04 pm
Hi " ratzlaff ", thanks for your interest :), the code is not on a repository yet, i'll made that this week.

Also, i'm already working in some new features.  the step 2 in building my engine is the map editor. It will be possible to load sprites and map them on the physic scene build with Box2D. I'll present those new features by the end of this month, so, stay tuned 8).
Title: Re: Nero Game Engine
Post by: Sk Landry on October 30, 2016, 08:58:16 pm
Hi! everyone, i'm going to present the new features in the Nero  Dev_Engine  :).

I've added the possibility to add and manipulate sprites on the Scene. And when all it's done, the physics (Box2D stuffs) and the graphics (sprites) can be saved separately in two files in a JSON format. Before i explain, here is a video

http://www.youtube.com/watch?v=segLJa93ujs

Now lets see the new features in more details.

Feature 1 : Texture loading and sprite recognition
For each texture, we need a ".txt" file with the same name. The ".txt" file describes all the sprites we want to extract from that texture.
the format of the ".txt" file is " Sprite_Id - BoundRect_Left - BoundRect_Top - BoundRect_Width - BoundRect_Height ". After that the Engine just need the path to the folder where textures are located.
(http://s-media-cache-ak0.pinimg.com/originals/59/71/1f/59711f5cd1fda02ffb62fe2b2faff2c2.png)

Feature 2 : Sprite preview
When textures have been loaded and sprites detected, The engine offers a preview of each sprite. During the preview it's possible to zoom in and out.

Feature 3 : Sprite manipulation
Here are manipulations we can apply on sprites, there will be more later!
 - add/remove sprite in/from the canvas
 - select sprite one by one
 - move sprite with the mouse
 - rotate and scale sprite

Feature 4 : Working directory and saving
When several scenes are added to the Dev_Engine, the engine creates a directory for each scene. The physics and the graphics are saved in the directory of each scene. This allow to work on several scene at the same time.
Physics and Graphics are in json format, and can be easily loaded  in a Nero Render_Engine.

That's all for now,  if anyone has a feedback, please let me know, your critics will help to improve the engine
Title: Re: Nero Game Engine
Post by: Sk Landry on November 01, 2016, 12:09:29 am
Hi! everyone

The code of the Engine is now on Github, here is a link : https://github.com/landry-ska/Nero-Game-Engine

The Engine is a API, but there is no way to compile it currently. I will need some help to write a CmakeMake file.
The Engine use c++11 and some shared libraries
 - SFML
 - SFGUI
 - Box2D
 - Boost (system, filesystem)


Title: Re: Nero Game Engine
Post by: DarkRoku12 on November 01, 2016, 01:16:04 am
Great progress, the GUI is very intuitive.

The engine is focus mostly on physics?
Title: Re: Nero Game Engine
Post by: Sk Landry on November 01, 2016, 10:29:26 am
Great progress, the GUI is very intuitive.

The engine is focus mostly on physics?

you're right, i expect games to be built using box2d features, the graphics are just there to give a more pleasant view
Title: Re: Nero Game Engine
Post by: Sk Landry on November 18, 2016, 10:20:19 pm
Hi! everyone, i'm back, let me present you Nero Game Engine 0.3.0

i've added many new features, the most important are Sprite_Layers and some news Sprites Manipulations
Here is a video

http://www.youtube.com/watch?v=e7msdIuvBmA

The new features are presented below, but i want to say now what i'm going to do for the next.
i will work mostly on Box2d, i first thought to build a Box2d editor, but i think it will build a scripting system instead. Box2d stuffs will be describe in a Lua script and the engine will build every using the script.

(http://s-media-cache-ak0.pinimg.com/originals/1f/c5/d9/1fc5d9db27b98caebcc087d4f882660f.jpg)

Now lets see the new features in more details.

Sprite_Layers
there are now layers in the engine with some classic functions
 - add/delete layer
 - move layer up/down
 - show/hide layer
 - change the color of all sprites in a layer
 - move the entire layer horizontally/vertically
 - each layer is saved in a different json file and can be recovered as a std::vector<sf::sprite>
the system i've built allow to add a infinite number of layer, but i've restricted the number to 10, i think it's enough, and there is always at least one layer

Sprite Manipulations
there are new sprite manipulations that allow to build scenes quickly and with intuitiveness
 - copy a selected sprite (the copy can be made in any direction : left, right, up, down, diagonal), it useful for tile map scene
 - precision move (move sprite pixel by pixel, more accurate than using the mouse)
 - change color
 - flip horizontally/vertically
 - delete by mouse clic

Canvas Color
the canvas color can be changed using some pre-configure buttons or the RGB system

Log
there is now a log that describe what's happening, the log is saved in a .txt file at the same time than graphics and physics

Auto_Save
the auto saving save everything each 30 seconds, i don't know if it's a good interval of time.

Load
to load something, the files just need to be in the working directory of the Scene.  When Engine the startup, it try to load Layers(graphics) and physics. So it's possible to begin a work, save it, close the engine and come back to continue

I think it's all, the last thing to remark is that the mouse position on the canvas and in the world appears on top on the Canvas.
Title: Re: Nero Game Engine
Post by: grumpaladin on November 19, 2016, 07:03:25 am
Looks like you've got a lot of work done on this! Looking good so far. Your GitHub link is broken though, did you move the repo somewhere?
Title: Re: Nero Game Engine
Post by: Sk Landry on November 20, 2016, 12:12:09 pm
Your GitHub link is broken though, did you move the repo somewhere?

Hi!, i've deleted the repo, the code was published with no license and no author name, i was in hurry and i've forgotten all those stuffs  :-[, i will recreate the repo soon 8)
Title: Re: Nero Game Engine
Post by: Sk Landry on May 01, 2017, 12:23:03 pm
 8) Hi every one!  8)

I have been busy those last couple of months, so the project has fallen behind. But But, it keep going ;D.

Code repository
The github repository has been reactivated : https://github.com/sk-landry/Nero-Game-Engine
At the moment of this post, there is not any code on repository.

Licence
The project will be under the MIT Licence

Updates
The shape of the engine has changed a bit,

The most interresting new feature is the Mesh Editor, the engine let you edit Physical Object in a flexible way.

I will talk more about that later, you can look at the video bellow to get an idea

http://www.youtube.com/watch?v=cQfgAfqybpI
Title: Re: Nero Game Engine
Post by: ToyAuthor on May 03, 2017, 06:13:52 am
Good job. Really good job!
Title: Re: Nero Game Engine
Post by: eXpl0it3r on May 03, 2017, 12:37:01 pm
This looks awesome! :)
Title: Re: Nero Game Engine
Post by: Sk Landry on July 05, 2017, 10:16:21 pm
This looks awesome! :)

Good job. Really good job!

hi! guys, it took a long time to say it, but thank you for your support  8) 8), i realy appreciate.

I have been busy those last couple of months, i know i've already said that, but let's say it again.

The great new, it's now i get some time to work on project, i plan to finish the first working version of my engine/framework within two months.
Title: Re: Nero Game Engine
Post by: Tank on July 10, 2017, 08:20:59 pm
Wow, the GUI looks so crisp! Just kidding, your project looks nice. ;-)
Title: Re: Nero Game Engine
Post by: Sk Landry on July 14, 2017, 11:58:50 pm
Wow, the GUI looks so crisp! Just kidding, your project looks nice. ;-)

Thanks for the comment but also for the SFGUI library. When i started the project i asked myself, should i use QT or SFGUI, i wanted an engine that is simple and that focus on the essential, i think SFGUI suits the best to that philosophy. The library is great, i've used it on two others projects, one call MyFinances which is not related to game and another one called TheGame, i will show case them one day.
Title: Re: Nero Game Engine
Post by: Sk Landry on July 15, 2017, 01:35:58 am
Engine Update

Object Node
I've implemented a Tree structure to hold all objects in a given scene. When i started the engine i was handling only Sprites, things were simple, each Layer of Sprites was represented by a std::vector. Now that the number of different objects begin to increase, i need a more flexible data structure. Starting from now everything in a scene will be encapsulated in a ObjectNode and attached to a parent.

The Different Objects
There are two main categories of objects, primary objects, and logical objects

Primary objects are represented by a Class in the engine. By exemple for Sprites, there is a Class called SpriteObject that encapsulate a sf::sprite.
List of primary objects : LayerObject, SpriteObject, MeshObject, PhysicObject (encapsulate a Box2d body)

Logical objects are built by combining two or more primary objects. Even if the engine recognize them, there are not explicit Classes that represent them.
List of logical objects : MeshedObject(a MeshObject attached to a Spriteobject), SolidObject (a SpriteObject attached to a PhysicObject)

I plan to make the concept of logical object a key concept of the engine. Complex objects like a Player could be build using that concept.
Also in the future (not for the first release), there will be more primary objects like : AnimationObject, LightObject, SoundObject, MusicOject, ParticleObject, ShaderObject etc.


Smart Layers
Now that each scene is based on a Tree structure, looking for a object could be more complex. To reduce the time of processing over the tree, objects are stored in Layers and each Layer always contain the same type of object. Also the engine can create automatically some Layers in order to prevent mixing different types of objects in the same layer.

Video Time 8)
The video present three types of objects : SpriteObject, MeshObject and MeshedObject
We can see that the engine automatically create layers. Also each layer has a Color that indicate the type of object it is holding.

http://www.youtube.com/watch?v=LCrg_UZl1Es

Next Time
The next time i'll talk in detail about Mesh Objects and the Mesh Editor
Title: Re: Nero Game Engine
Post by: Sk Landry on August 09, 2017, 02:30:18 pm
Mesh, Mesh Object and Mesh Editor

Hi! everyone, how are you doing. Let's talk about Meshes this time.

The Engine Modes and SubModes

Before talking about Meshes, it would be helpfull to talk about the Engine Modes and SubModes.
The Engine has been built to work in several Modes. Currently the Engine has only one Mode, the Scene Edition Mode. This mode allows to build a scene.
Each Mode has several SubModes. Our Scene Edition Mode has three SubModes : Object, Mesh, Play.

A Box2d Editor or a Mesh Editor ?

My first idea was to build a Box2d Editor. The Nero Game Engine, is built with the idea to be Simple, Intuitive and Efficient. I did not want users to struggle with Box2d stuff. So, a Box2d Editor was the perfect solution. But let's say thing clearly, build a Box2d Editor is realy tough, months ago i would just say, it's impossible.
When you create a Box2d Body, you can't modify it later, more, it's difficult to store the Box2d Body somewhere in order to play with it later because its constructor is private. It was the first time i've seen a private constructor. :-\
With all those difficulties, i've just given up and begin to think to alternative solutions.

But, But, one day i woke up, and the solution came to my mind  ;D
I've forgotten the Idea to build a Box2d Editor and decided to build a Mesh Editor instead. (I've stolen the name "Mesh" from Blender  8))
The Idea is that i don't need to Edit Box2d Body, instead, i can create Meshes and then generate Box2d Bodies from those Meshes. Meshes are pure SFML and C++, they don't contain any Box2d stuff, and the cool thing, it's that they are really, really simple to Edit.

Mesh

Meshes are just a powerfull tool. There are four types of Mesh
The four types of Meshes are handled by the same Class. This allows to switch from one type to another very easly. By example, a Line is made of two vertex (vertices), when you add one more vertex, the Mesh become automatically a Chain, and when you remove that vertex you come back to a Line.

MeshObject

A MeshObject encapsulates a Mesh. When a user is in the Engine Object SubMode, he can handle the MeshObject, this SubMode does not allow to fully edit the Mesh.

MeshEditor

When a user switches to the Engine Mesh SubMode, there comes the magic. Going in that mode, activate the MeshEditor and the user can now get access directly to the Meshes encapsulated in MeshObjects. In that mode the following actions can be perform

Next Time
I will post a Cool Video in the next hours  8)
The video will show the outcome of my work and the power of the Nero Game Engine.
Title: Re: Nero Game Engine
Post by: Sk Landry on August 09, 2017, 04:39:32 pm
Nero Game Engine 0.5 / Enjoy Box2D Physics !

For this post, i'm not going to talk alot, just checkout the following video. I'm sure that many people who wish to make games with SFML and Box2D have dream of something like that.

http://www.youtube.com/watch?v=IPGP1OmZ19w
Title: Re: Nero Game Engine
Post by: Sk Landry on August 24, 2017, 10:39:13 pm
Solid Object

(http://i.pinimg.com/564x/20/d2/5c/20d25c0b679614b2082e72371e1f580b.jpg)

As you may saw in the previous video, it's easy to add physics to sprites or more exactly to create Solid Objects. The following picture shows the process.

(http://i.pinimg.com/564x/55/98/93/559893d2ec7922878adbe176083378bf.jpg)

Things begin in the Engine Object Mode. First add a sprite, then select the sprite and add a Mesh. Et voila ! you just created a Meshed Object. The Mesh can take any Type (dynamic, static, kinematic) and any Shape (line, chain, polygon, circle).

By cliking on the Play button, the Engine goes to the Play Mode, it generates a Physic Object from the Mesh and attaches the previous sprite to it, what give us a Solid Object.


Physic Object

When you simply add a MeshObject (without selecting a sprite), the MeshObject becomes a simple Physic Object. This is good to create grounds, delimit areas or build the scene base shape. here is a resume of all objects.

(http://s-media-cache-ak0.pinimg.com/564x/4d/f7/ef/4df7ef35700e87651207b230fe280814.jpg)

A Versatile Engine

The way the Engine as been built, allows it to create any type of 2d games. When i've started the project, i've specified that i will focus on platformers, but even if you don't want to use Box2d physics or make platformers, The engine will suit to you as well. The Engine may be used to create RPGs, Top Down games, or Puzzle games like TicTacToe. We may notice three types of users.



The Engine Logo

I've tried differents designs for the Engine Logo, and finally comes up with this one. Let me know what you think !

(https://i.pinimg.com/564x/f2/51/8e/f2518ef9856318bdb9001e84438104c2.jpg)


(http://i.pinimg.com/564x/a0/d9/d5/a0d9d57876493f1d032758242977a20e.jpg)
Title: Re: Nero Game Engine
Post by: sjaustirni on August 26, 2017, 01:09:18 pm
Neat progress on the Nero, Keep up the good work!

Concerning logo, IMHO the font is not suitable for a logo at all. The graphic is so-so, I wouldn't use it for sure. It is apparent you're not a logo designer (nor am I. It takes a lot of time and skill to become good at designing logos). If you want to get inspired, however, I recommend looking at dribbble posts.  https://dribbble.com/search?q=logo&s=latest
Title: Re: Nero Game Engine
Post by: Hapax on August 27, 2017, 02:07:21 am
This engine looks quite impressive. I noticed that your repository is empty again...

the font is not suitable for a logo at all
I recommend looking at dribbble posts.  https://dribbble.com/search?q=logo&s=latest
I clicked the link to look at what was there and there was a logo right there using literally the same font! ;D
It actually looked okay; it was "serious".

However, I actually agree with you; it doesn't work here. It's a boring font and I doubt anyone would want to associate something boring with their 'sparkly, awesome game engine!'

I don't mind the actual shape of the logo but it makes no connection with me as it seemingly has nothing to do with what it represents (the product or its name). What is it? ???
Consider where the name Nero came from and why you think it's appropriate for this engine and maybe come up with a logo that represents that.
Or... just represent something linked to games :P
Title: Re: Nero Game Engine
Post by: Sk Landry on August 27, 2017, 06:27:22 pm
Hi! guys, thanks for the replies, it helps me improve my work.

It seems i still have a lot to do on the logo  :P. I'll make more researches on logo creation, and also ask a friend to help me with that.

From the end of this month i'll be a little busy with other stuff, so the development of the engine will slow down a bit.

In my next post, i'll discuss the remaining tasks before the first release, and also when i plan this release to be done.
Title: Re: Nero Game Engine
Post by: Sk Landry on September 06, 2017, 10:13:02 pm
What next for the Nero Game Engine ?

Hi! Everyone how are you doing  :D

It's almost one year that I’ve started the project. I've got into the habit of making a post only when I actually make some progresses in the development. I know, that, in this way it's difficult for you to understand where I am going with the Engine. So in this post I will describe the work that need to be done in order to complete the Project.

The First Release
 
The first release will be the version 0.6.x, the Engine will be released as a precompiled library/API and games will be developed in C++
In order to make this release many tasks need to be done.


The Second Release

After the first release, we will have an Engine that work fine, with most bugs fixed. Now in order to show the power and the potential of the Engine I will build a small adventure game (only one scene) with high quality graphics. In this game, Box2D physics will be completely transparent and the following features will be added

When this game will be completed the Engine will be ready for a second release (The Official one with a full tutorial). And again the engine will be release as a precompiled library/API and games will be developed in C++

The Third Release

The third release will concern the version 0.7.x to 1.0.0

In those versions Lua will be added as a scripting language, therefore the default language to build games with the Nero Game Engine will be Lua. And the Engine will no longer be a Library/API, You will be able to install the engine as any other software on Windows, Linux and MacOS and start build games in your prefer IDE (Notepad++, Sublime etc).

The End

After adding Lua as a scripting language, my work will be completed. Of course I’ll continue to maintain the Engine and fix bugs but I will no longer add some features.

But, you should know that many features could still be added to the Engine, features like Particle Object, Soft Light Object, Shader Object, Artificial Intelligence etc. Also ones could think to carry the Engine on QT in order to benefit from more advance feature like color wheel, MVC structure, file management etc.

The Engine will be open source, so if any one wish to add features to the Engine it'll be up to him, also I know there are others great projects on this forum, those projects could be combined with the Nero project in order to build a real big and robust framework for SFML users.


It's all for this post, have a good day  8)

Title: Re: Nero Game Engine
Post by: Sk Landry on September 18, 2017, 12:32:48 pm
Nero Game Engine Happy Release  :)

Hi! everyone, in a  previous post, i've said that i will be busy on the next days, so i'll need to slow down the development, but guess what, i suddenly get some days off! what allows me to make a great progress on the Engine. Therefore i'm pretty happy now  ;D. Instead of making a post on the new features or make a video, i've thought, it would be better if you can try the engine yourself.

There is the download link, it is a 32 bit version, it should work on any Windows

Nero Game Engine Happy Release 1.0 (https://drive.google.com/file/d/0B6PhZVm0Xh-NOWdhU1YwdEYxbFE/view?usp=sharing)

One Precision, this is not the Engine First Release, it just a way to let you have fun with the engine.

Inactive Features

The following features have been disabled or are not implemented yet

Break the Engine , Report bugs

Currently the Engine doen't defines limits, the canvas is infinite, the number of objects that can be added is infinite, the number of vertex in a line or polygon is infinite, objects can be zoom down or up at infinite etc.

So you are free to play as you want. I encourage you to try to break the engine in any you could think, and if you find bugs just report it.


Resources

The resources used in the download has been grabbed over the internet, i've no right on them, but they are mostly free resources.

You can use the Textures you want, just copy them in the /Resource/Texture folder.


How to use the Engine

I will make some regular posts on how to use the Engine, and if you have any question just ask, Those posts will be gathered later in order to build the engine Tutorial Book

The Engine use the following Inputs

Title: Re: Nero Game Engine
Post by: Sk Landry on September 23, 2017, 11:06:07 am
Nero Game Engine Happy Release 2.0

Hi everyone, how do you do!

Before to begin with the Engine Howtos, i've taken the time to add the following features to the Engine.

I'll present those features briefly, the details will be for another post

Save and Load Scenes

Each Scene is saved in a single JSON file locate at NERO/scene_name/scene_name.json

Auto Save Scenes

The Auto Save feature is based on the Save and Load feature, when Auto Save is activate, the scene is saved each 30 seconds

Undo and Redo Actions

This feature is an unexpected one.  I did not plan it since the beginning of the Project. But when, i've completed the Save and Load feature, I realised that I could use it to build a Undo Redo System.

Currently there no limit on the number of Undo-Redo.

Download link

Nero Game Engine Happy Release 2.0 (https://drive.google.com/file/d/0B6PhZVm0Xh-NWmhYZWxCN1BLR2M/view?usp=sharing)


Howtos

I'll begin the How to use the Engine series this weekend
Title: Re: Nero Game Engine
Post by: Sk Landry on September 23, 2017, 06:49:39 pm
How to use the Engine 00 : The Nero Dev Engine !

Hi guys ! Are you ready for the Nero Game Engine Adventure ?.....? Let's begin !

This series of Howtos will show how to use the Nero Dev Engine. Since the engine is not complete, those Howtos will cover only the available features.

You can download the Dev Engine in beta version on the Post just above this one!

There is a little overview of those Howtos.

Before we start, one more precison. The Dev Engine Interface can be devided in Three Main Part :
 
The Left : The left side of the Canvas : Engine Mode, Save, Load, Sprite Tab, Mesh Tab, Color Tab
The Center : The Canvas, the utility buttons on top the Canvas, the Log window bellow the Canvas
The Right : The right side of the Canvas : Layer, Mesh, Object, Scene, Draw Checkbuttons etc.

So if I say you can change the current Scene using the Select Button in the Top Right of Engine you know where it is.

(http://i.pinimg.com/originals/1e/d2/10/1ed210e1ed0f508ffc324289e42096b6.png)



How to use the Engine 01 : Play with Objects !

Build a Game Scene consists to add Objects onto the Canvas and then Customize them. There are three (3) types of Objects : Sprite_Object, Mesh_Object, Meshed_Object

Add Sprite Objects

In order to add a Sprite_Object, click on a Sprite_Button. On the Left of the Engine you have the Sprite_Tab. By passing the Mouse over the a sprite button you can see a Sprite_Preview. You can use the Numpad_Multiply and Numpad_Divide buttons to scale the Sprite_Preview.

Add Mesh Objects

In order to add a Mesh_Object, select a Mesh_Shape (Polygon, Circle, Line). On the Right of the Engine you have the Mesh_Selection_Button.

Mesh_Objects are created with a default Type. Polygons and Circles are always created as Dynamic Mesh and Lines as Static Mesh.
In order to change the Mesh type, select it and choose the Type you want (Dynamic, Static, Kinematic).

Add Meshed Objects

In order to add a Meshed_Object hold the CTRL key and click on a Sprite Button, it's the same way that to add a Sprite_Object but you need to hold the CTRL Key befor.
The default Mesh of a Meshed_Object is always a Dynamic Polygon Mesh. To change that, select your Meshed_Object then choose the Mesh_Shape and the Mesh_Type you want.

A Meshed_Object is a combinaison of a Sprite_Object and a Mesh_Object, so Actions that can be applied on one of the both, can be applied to the Meshed_Object.

Select Objects

When you make a Left_Click on an Object, you Briefly select it. As soon as you release the Left_Click the Object get unselected.

In order to make a Permanent Selection you have to make a Right_Click on the Object.

Remove objects

You have two ways to delete an Object. The first one is to make a Permanent Selection and then press the Delete Key. The second one is to hold ALT and Left_Click on the Object.

Move, Scale, Rotate  Objects

You can Move, Scale, Rotate Objects with either the Numpad or Mouse.

Mouse / Move : Left_Click on a Object. Hold your click and move the mouse
Mouse / Scale : Hold the CRTL key. Then Left_Click on an Object. Hold your click and move the mouse Up or Down
Mouse / Rotate : Hold the SHIFT key. Then Left_Click on an Object. Hold your click and move the mouse Up or Down

Using the Numpad you have to make a Permanent Selection on the Object first and then Hold the CTRL key.

Numpad / Move : Numpad_4, Numpad_6, Numpad_2, Numpad_8
Numpad / Scale : Numpad_Addition, Numpad_Substract
Numpad / Rotate : Numpad_7, Numpad_9, Numpad_Multiply, Numpad_Divide

Flip Objects

The Flipping concerns Sprite_Object or Meshed_Object. When you apply it to Mesh_Object or even Meshed_Object you may encounter some weird behaviours, that because, Meshes are not meant to be flipped. But it's not a big deal, you just have to Edit your Mesh to fix it. I'll correct the Flipping function for Meshes one day  :)

In order to Flip an Object, first make a Permanent Selection and then Hold the CTRL key

Numpad / Flip Horizontally: Numpad_1
Numpad / Flip Vertically : Numpad_3

Duplicate Objects

This is great to make Tiled-Like Scenes.

In order to Duplicate an Object, first make a Permanent Selection and then Hold the ALT key

Duplicate Horizontally and Vertically    : Numpad_4, Numpad_6, Numpad_2, Numpad_8
Duplicate in Diagonal                  : Numpad_1, Numpad_7, Numpad_9, Numpad_3


Layers

On the Right you can see the Stack of Layers. There are some buttons to Add, Delete, Move UP and Move Down Layers.

The See_Button allows to Hide or Show a Layer
The Check_Button allows to Select a Layer

When you add an Object, it goes to the Currently Selected Layer. But Layers always contain the same Type of Object. So if you add a Sprite_Object when your currently selected Layer contains some Meshes, the Engine will create automatically a new Layer before to add the Sprite_Object.

Move an entire Layer

It is possible to move all Objects in a Layer. In order to achieve that, first, make sure the Layer is selected, then Hold CTRL and ALT and use the following keys: Numpad_4, Numpad_6, Numpad_2, Numpad_8

That's All!

That's all for the first Howto. Just bear in mind that you can play with Objects either with the Mouse or with the Numpad. By default the Numpad is used to handle the Camera, so in order to used it with Objects you have combine it with CTRL or ALT. We'll talk about the Camera in the next Howto.
Title: Re: Nero Game Engine
Post by: Sk Landry on September 25, 2017, 09:35:26 pm
How to use the Engine 02 : Control the Camera !

Hi everyone !

In the previous Howto, we saw how to add, remove, duplicate objects and more! so let's play with the Camera this time.

Scroll the Camera

Using the Numpad you can scroll horizontally and vertically the Camera using the following keys :
Numpad_4, Numpad_6, Numpad_8, Numpad_2

Using the Mouse you can achieve the same actions with CTRL + Mouse_Wheel for scrolling vertically and ALT + Mouse_Wheel for scrolling horizontally.

If you use a Touch_Pad you don't have to use ALT + Mouse_Wheel, you can scroll horizontally directly.

Scale the Camera

Using the Numpad you can scale the Camera with the Numpad_Addition and Numpad_Substruct keys.

Using the Mouse you can scale the Camera with the Mouse_Wheel

Rotate the Camera

Using the Numpad you can rotate the Camera with the Numpad_7 and Numpad_9 keys

Using the Mouse you can do the same with SHIFT + Mouse_Wheel


Save and Restore the Camera

I guess the actions above were pretty obvious, so what about this one.

The Canvas is infinite, so you may lose yourself going here and there. In order to avoid that you can register the current Camera state (Position, Scale, Rotation) with ALT + Numpad_5. Now you can go where you want and press the Numpad_5 key to come back.
Title: Re: Nero Game Engine
Post by: Sk Landry on September 25, 2017, 11:18:54 pm
How to use the Engine 03 : Play with Meshes !    |    Part 1 : Mesh Edition !

Meshes are a key component of the Engine. I'm sure you'll like to play with them.

There are four types of Mesh. Polygon, Circle, Line and Chain. When you click on the Mesh_Selection button on the Right of the Engine, you don't see "Chain" along with "Polygon", "Circle" and "Line", that's normal because Chains are created out of Lines.

soooooooo Let's Begin !

Switch between the Object Mode and the Mesh Mode

You can switch easly between Object Mode and Mesh Mode using the Space bar key.

If you want to get to the Play Mode you have to do CTRL + Space bar, to come back to Object Mode, just press Space bar again (we'll talk more about that later).

When you are in Object Mode, you are dealing with the Object_Manager of the current Scene. By going in Mesh Mode, you are letting the Mesh_Editor take control of the Canvas.

The Mesh_Editor has access to all Meshes present in your Scene either the mesh is encapsulated in a Mesh_Object or a Meshed_Object. It can fully modified them but not delete them.

Move Vertex

To move a Vertex, Left_Click on it, and drag it where you want.

Move Line

To move a Line, Left_Click on it, and drag it where you want.

Add Vertex

Vertice can be added on any Line. For that, make a Right_Click where you want on a Line.

Remove Vertex

A Right_Click on a Vertex will remove it.

Drag Mesh

You can Left_Click and drag easly a Polygon, a Circle or a Line. To move a Chain you have to select it first (see below)

Select Mesh

Use CTRL + Left_Click in order to select any Mesh, it will become Orange

You can click any where else in the Canvas to make a deselection (In the next release I will configure the Escape key for deselection)

Move, Scale, Rotate Mesh

When a Mesh is selected you can Move, Scale or Rotate it the same way you do with Sprite : CTRL + Numpad Keys. The Mouse is not used here, it works only with the Numpad.

Extrude Line

If you have ever used a 3D modeling software you know what Extrusion means, if not you can Google it.

In order to Extrude a Line you just have to hold the SHIFT key then Left_Click and drag.

Extrude Vertex

Works same as for Lines. Hold the SHIFT key then Left_Click on a Vertex and drag.

It only works on Lines and Chains Edge Vertice Currently !!!, I may consider extend that to others Vertice in the next releases.


Flip Mesh

I did not consider that feature even once since I've begun the Project. I'll make that for Engine Second Release.

Mesh Validation

Each time a Mesh is modified the Mesh_Editor checks for its validity. When a Mesh it's not valid it becomes Red

A Red Mesh is not converted in Box2D Body because the Box2D library raise Exceptions when it can't generate a Body.

The Mesh Validation System is currently incomplete !!! You may encounter some crashes when you have at least three Vertices almost aligned. The current solution is to Save your Scene before hitting the Play_Button or the Return Key.
 
That's All !

So, that's all for this Howto. With the Mesh_Editor, you can create any shape like Trees, Animals , Landscapes, the limit is your imagination.

when you are done editing some Meshes, you can press the Space bar key to return in Object Mode and then press the Return key in order to see your Meshes come alive. On the Bottom Right of the Engine you have some Check_Buttons that allow you to hide or show divers information about Box2D Bodies.
Title: Re: Nero Game Engine
Post by: Ruckamongus on September 26, 2017, 08:41:58 am
I really enjoy reading your progress post and tutorials! It'd be cool if you had saving/loading working so you could include a complete project. Also, I can't play with it because you didn't statically link gcc runtime stuff or include the dll's.
Title: Re: Nero Game Engine
Post by: Sk Landry on September 26, 2017, 08:33:34 pm
Missing DLLs

I've forgotten to add GCC DLLs. If you don't have the GCC compiler installed, you won't be able to run the Engine. Thank you for pointing that out Ruckamongus, as you mentioned it's possible to link them statically, but I prefer to share the DLLs.

There is the download link : Missing DLLs (https://drive.google.com/file/d/0B6PhZVm0Xh-NR2dQaGhRM3ZjWkU/view?usp=sharing)

? ?
It'd be cool if you had saving/loading working so you could include a complete project.

I don't get what you mean here. If it's about Save and Load your Scene in the Engine, it works fine now.
Title: Re: Nero Game Engine
Post by: Sk Landry on October 08, 2017, 03:34:05 pm
When will the Source Code be released ?

Hi everyone, how do you do !

Many people have beeen asking for the Source Code, so I wanted to let you know about it.

The Code will be available after the Engine First Release. After that first release, I will work on the Code in order to reorganize it, add comments there and there and make it more clean. I can't give the exact time, but I may estimate that to three months.

As soon as the Code will be on Github, I'ill make a post to prevent you. Also from now, you can find the link to the repository in the Footers of my posts.

Howtos

I've been busy those days so I did not get some time to continue the Howtos. I will complete the remaining ones the next week.
Title: Re: Nero Game Engine
Post by: Sk Landry on October 14, 2017, 11:10:36 am
How to use the Engine 03 : Play with Meshes !    |    Part 2 : Mesh and Meshed Object Properties !

Hi everyone, how are you doing !  In this second Howto on Meshes we'll talk about some Mesh properties.

Mesh Object and Meshed Object

First of all, I hope that, both words are not confusing you, I don't think that munch before to choose my Classes names, I just took the first ones that come to my mind  ;D.

There is a little reminder

Both Objects carry a Mesh and that Mesh can be configured to suit your needs.

On the Left of the Engine, along with the Sprite Tab and Color Tab, you get the Mesh Tab, we gonna play with it. The properties below work the same way on both Objects types, you just have to select them and apply the one you want.

Fixed Rotation

This one is pretty easy, when activated, your Object will never rotate even if it stand on a sloping ground or if it get hit by a projectile.

Is Sensor

This is one of the Coolest feature of Box2D. When talking about Box2D the first thing people see is the "Physics Simulation" Part of the library. But the thing is, if you set all your objects to Sensor mode, you end up with a powerfull "Collision Detection Engine" without any Physic Simulation. This let you free to implement your own Physic Simulation.

Object in Sensor Mode stay affected by Gravity, but that's all, they don't participate to the "Physics Simulation". that's make them great to build your game logic. You can use them to check if your Character has reached a certain area and then trigger a specific event. When i'll build my game prototype, i'll show how you can use Object in sensor mode to do great things.

Allow Sleep

This property is activated by default, and it should stay like that. It will help reduce the computation operated by Box2D.

Density | value : [0 - 100]

What is Density ? in simple words it's a short of relation between an Object Volume and its Weight. For the same volume, the same Object will get a higher weight if its Density get increased. In your game, that will make your objects more stronger.

To check that, create two identical Polygon Meshes, let's call them Left_P and Right_P. Now using the mouse, take Left_P and throw it on Right_P. Right_P will get ejected easly, now increase its density to 100 and throw Left_P on it again, you will see that now Right_P is more resistant or stronger.

Also the Density don't affect the way Gravity affect the Object. Two Ojects with the same volume, and different density (e.g different weight) will be affected the same way by the gravity (in the absence of air resistance to be more accurate). Fo more detail on that go check Newton Laws.

Friction | value : [0 - 10]

What is Friction ? If you don't want your Object to slide on a sloping ground just increase its Friction. If you want your Object to slide on any surface like if it was ice set the Friction to 0.  For more technical explication you can Google Friction Force

Internally Box2D use a range value of [0 - 1], In order to avoid using decimal, the Nero Engine use the range value of [0 - 10].

Restitution | value : [0 - 10]

What is Restitution ? Increase Restitution will allow your Object to bounce more easly. For more technical explication you Google Coefficient of restitution

Internally Box2D use a range value of [0 - 1], In order to avoid using decimal, the Nero Engine use the range value of [0 - 10].

Gravity Scale | value : [0 - 10]

If you want to change the way your Objects are affected by gravity, this is the property to configure. Set the value to 0 will allow your Object to float on the air. Increase the value, will make your object fall down more quickly.

The Engine Physics Default settings

When using Box2D the first time, The first thing you notice, is that the physics simulation is slow. According to my experience there are three Settings to configure in order to fix that.


The Nero Engine use a Pixel / Meter Ratio of 30. It means that 30 pixel on your canvas will be equivalent to 1 meter for Box2D. This value is hard coded in the Engine, I may consider make it configurable in the next releases.

The Default Computation Frequency is set to 30 Hertz, you can see it on the Right of the Engine. Fill free to play with this value.

The Engine also use a default Gravity Scale of 3 for all Object. I've tried several values and comes up with this one, it's the most important parameter between the three. the computation Frequency coming in second position.

By adding more and more Dynamic object onto the Canvas, the Physic simulation may become slow, so, remenber to play with those Three parameters in order get the Simulition Speed that suit you.
Title: Re: Nero Game Engine
Post by: Sk Landry on October 14, 2017, 12:14:31 pm
How to use the Engine 04 : Workflow !

Hi! again, not sure that the title is the right one, but we'll stick with it. In this Howto we'll talk about some Util Actions that you may used every time during the process of creating a game.

Select Scene

The Engine is able to menage several Scenes, each one having its own directory under the NERO/ folder. On the Right of the Engine you have a selection button that let you choose the scene you are going to work on.

You can also use Numpad_1 and Numpad_3 to switch between the available Scenes.

What about Create Scenes ?

I purposely avoid adding a button to create new Scenes. This will be available when Lua will be added as a scripting language. The thing is that, currently you have to access your Scene Class in order to build your game logic.

You create a new Scene by declaring a new Class and then adding it to the Engine.

Quote
Class MyScene : public nero:DevScene
{
  //Retrieve all Objects you created with the Engine and Build your game logic here
}

Quote
nero:DevEngine engine;
engine.addScene<MyScene>("My Scene Name");
engine.run();

You can add any number of Scenes, All the Scenes added will be available on the Scene selection button.

Load Scene

When the Engine start, it tries to load all the scene that have been added. For that it parses the NERO/ folder and check for your Scenes JSON file. If the JSON file doesn't exist it mean that the Scene as never been Saved and you end up with a empty Canvas.

The Load_Button on the Right on the Engine allows to load the content of your Scene JSON file at any time.

Load a Scene with the Load_Button can be Undo or Redo like as any other Action, so don't be afraid to lost your work, after accidently pressed the Load_Button.

Save Scene

The Save_Button allows to save your Scene at any time, this will overwrite your Scene JSON file.

In the next releases I'll add the CTRL + S shorcut to save the Scene.

Undo Redo Actions

On top of the Canvas you have two buttons to Undo and Redo your Actions. the |<--| button will Undo actions, and the |-->| will Redo Actions.

You can also use the the Left_Arrow and Right_Arrow keys to achieve the same thing.

Undo and Redo actions work in the Engine Object_Mode and Mesh_Mode.

Play Scene

When your are done creating some Objects you can Generate your Game Scene by pressing the Play_Button locate on top of the Canvas.

Using the keyboard you can also press the Return_Key.

The CTRL + Spacebar allows to switch to Play_Mode but it does not Generate the Game Scene like the Play_Button

Pause Scene

When in Play_Mode you can Pause the Scene using the Pause_Button or the keyboard P key or the Left_Arrow key.

Step Scene

When in Play_Mode you can Step the Scene using the Step_Button or the Right_Arrow key.

Reset Scene

When in Play_Mode you can Reset the Scene using the Reset_Button or the keyboard R key or the Up_Arrow key.

Quit the Engine

The Quit_Button button allows to close the Dev Engine. In the next releases I will configure it to Save all Scenes before to close the Engine.
Title: Re: Nero Game Engine
Post by: Sk Landry on October 14, 2017, 01:19:41 pm
How to use the Engine 05 : Use your own Resources !

Ones may use the word Asset, other like me may use the word Resource. So what is it? Resources are Textures, Sounds, Musics, Shaders and Fonts you are going to use to build your game. Manage Resources is an important point when building a game. In order to simplify things, the Engine take care of every. Most of time, if you need to use a resource, you'll just have to copy and paste it in the right sub-directory under the Resource/ folder.

The Name of your resource will be its Id in the Engine, so for a given Category of Resources, you can't give the same name to two different resources.

When the engine start, it parses the Resource/ directory and loads everything. If it founds a problem it throws an Exception and don't start. So, if you get the Engine start without any trouble be ensured that all resources have been loaded correctly.

The Engine use the Sansation Font locate at Resource/Font/Sansation.ttf for its own Text rendering, This is the only resource that must be always available, for others, you can delete them or replace them with what you want.

Retrieve Resources in the Code is pretty simple, there is some examples.

Quote
auto myFont = m_ResourceManager.Font.get("Font Name");
auto myTexture = m_ResourceManager.Texture.getTexture("Texture Name");
auto myTexture = m_ResourceManager.Texture.getSpriteTexture("Sprite Name"); //Return the Texture that contains your Sprite
auto mySound    = m_ResourceManager.Sound.get("Sound Name");
auto myMusic    = m_ResourceManager.Music.get("Music Name");
auto myShader = m_ResourceManager.Shader.get("Shader Name");


End of this First Series of Howtos

The Series of Howtos comes to its end. It was pretty fun for me to write them. I hope you have enjoyed reading them. I've tried to cover most of the features that have been implemented until now.

If you have been able to play with the Engine, I'll be happy to see some screenshoots of the Scenes your have created.

For the Next Step of the Projet, I'll use efficiently my free time in order to Release the Engine as soon as possible.

Have a good day   ;D
Title: Re: Nero Game Engine
Post by: Sk Landry on November 19, 2017, 02:41:07 pm
Engine Update

Collision Management | Part I : Collision Filtering

I guys, how are you doing  ;D. Today we gonna talk about collision, let say you have a game and you want certain objects to collide and others not, this post will show how easy it is to achieve that with the Nero Game Engine.

The nero::CollisionRule Class

Box2D offers two ways to filter collisions, filter collisions just means define which object can collide with which one. The first method use Category_Bits and Mask_Bits, the second use Goup_Indexs. Those are Box2D Fixtures properties. I'm not going to describe those two technics, the only thing to know it's the first one offers more flexibility, but it is pretty difficult to implement. The nero::CollisionRule Class use Category_Bits and Mask_Bits and it allows you to filter collision in the easiest way you could think.

In Practice

Using the Dev_Engine Interface you can provide a Category to any Object. Categories are represented by a String so you can write whatever you want (I plan to use regex to limit thing, but that's not for now).

For instance let say we have the following categories : player, friend, enemy, ground. All you have to do, is to write something like that :

nero::CollisionRule rule;
   rule.canCollide("player", "ground");
   rule.canCollide("friend", "ground");
   rule.canCollide("enemy", "ground");
   rule.canCollide("player", "enemy");
   rule.canCollide("friend", "enemy");
   rule.canCollide("enemy", "enemy");
rule.apply(m_RootObject);


the m_RootObject is the root object of your Scene Object TreeNode, it's a member attribut of your Scene. The apply() method, parse your Object Tree, detect all nero::PhysicObject and configure the Category_Bits and Mask_Bits in each Box2D Fixtures.

FullCollision and NoCollision

the Class also offers those two convenient methods

rule.fullCollision(m_RootObject);      // everything collide
rule.noCollision(m_RootObject);           // nothing collide

Limitation

You can have up to 16 categories, this limitation comes from Box2D itself.

This limitation of 16 categories only concern collision filtering and the nero::CollisionRule class, the Nero Engine itself, allows you to define an infinite number of categories, depending on your game, you may have to use categories for something else than collision.

Change Collision Rules on the fly

You can change the collision rules at any moment in your game, let say your player just picked up a potion that allows him to go through walls, all you have to do, is to create a new instance of the nero::CollisionRule class or call its clear() method, define the new collision rules and call the apply() method. A better practice would be to pre-define several collision rules, and then apply them whenener you want.


Collision Management | Part II : Collision Handling

Handle collisions is one the most interresting part in game programming, this is where you can say I want that object to explode if it get touch my super missile  ;D.

Four methods : Begin, End, PreSolve, PostSolve

A nero::Scene offers four methods to handle collision.

void handleCollisionContactBegin(nero::Collision collision);
void handleCollisionContactEnd(nero::Collision collision);
void handleCollisionPreSolveContact(nero::Collision collision);
void handleCollisionPostSolveContact(nero::Collision collision);


Those four methods are called automatically when a collision occur. the nero::Collision object carries all information concerning the collision. For instance you can retrieve the two nero::PhyscicObject that are colliding like that:

auto objectA = collision.getObjectA()
auto objectB = collision.getObjectB()


if you want to check what objects they are, just retrieve the category (sf::string cat = objectA->getCategory()) or the name (sf::string name = objectA->getName())


More details on those four methods

In a previous post I have presented the four methods used by Box2D in order to process collisions, the four ones you are seeing here, is just a simplified version of the four methods provide by Box2D.

How do they work ?

The Begin method / handleCollisionContactBegin(nero::Collision collision), is called at the moment where two objects just collided. It means at the first moment of the collision. This is the method that you will use the most to process collisions.

After the two objects just collided, there will be a little period of time where they will be overlapping. During this overlapping phase the two methods PreSolve and PostSolve will be called alternatively and repeatedly. Those two methods may be useful in a game logic but for now I'm not going into more details.

After the overlapping phase, ours two objects are no longer colliding, so the End method / void handleCollisionContactEnd(nero::Collision collision), is called, that method just let us know that a collision just ended and give us the opportunty to do some stuffs.

That' all

That's all for collisions, Collisions allow you to add diversity in your game, you can use them in many ways, just let your imagination run free. I did not entered into details on how or when use collisions, I think the better way to anterstand collisions is to get our hand one it.

Next time

I'll make two others posts later today
Title: Re: Nero Game Engine
Post by: Sk Landry on November 19, 2017, 09:04:21 pm
Engine update

ActionObject and Action

The concept

ActionObject and Action is a interface that aim to simplify the manipulation of your game objects. Instead of manipulate your objects directly you can encapsulate them in a ActionObject. the ActionObject is then able to register several Actions that you can perfom later at any time.

An Action is a just a class that must override the following method "void call(object)". My first idea is that Actions should be Functors (C++ Function Object), I've tried to override the "call operator" but didn't get the result expected, so I end up using the "void call(object)" instead. ActionObject and Action can be used to perform instant action like jump or dash, but they can also be used to perform long or infinite actions like controlling the trajectory of a moving platform.

In Practice

The following code is just a pseudo code, it let you get an idea of how to use ActionObject and Action.

class JumpAction : public Action
{
   call(Object)
   {
      // do some stuff with the object, like apply a impulse upward
   }
}

class DashAction : public Action
{
   call(Object)
   {
      // do some stuff with the object
   }
}

auto object = enigne.findObject("player"); // find object by name
ActionObject  my_player;
my_player.setObject(object);
my_player.registerAction<JumpAction>("jump"); // the name of the Action is given as argument, you can put what you want
my_player.registerAction<DashAction>("dash");

if(key J is pressed)
   m_player.callAction("jump");      // make your player jump
else if (key D is pressed)
   m_player.callAction("dash");      // make your player dash

Different types of ActionObject / Action

As it already been said the code above is just a spseudo code, the classes ActionObject and Action do not exist. Instead you have a pair of classes for each type of objects that is manipulable.

SimpleActionObject / ObjectAction      // handle a generic nero::Object
PhysicActionObject / PhysicAction       // handle a nero::PhysciObject
SpriteActionObject / SpriteAction       // handle a nero::SpriteObject
LayerActionObject /  LayerAction        // handle a nero::LayerObject
Title: Re: Nero Game Engine
Post by: Sk Landry on November 19, 2017, 09:32:52 pm
Release of the source code in December

At this stage of development, I've implemented all the features that as been plan for the First release to be done. The Engine is still not ready to be used, but there is not much work left. I will begin the restructuration of the code in the next days. I may change some classes or methods name and change some implementations etc. The code will be on github in three or four weeks.

In the same time I will be developping my game prototype. I don't know how munch time it'll take but it's only when the prototype will be finished that the first release will be officially announced.

that's all, I wish you a good day  :).
Title: Re: Nero Game Engine
Post by: DarkRoku12 on November 21, 2017, 08:31:35 pm
Release of the source code in December

At this stage of development, I've implemented all the features that as been plan for the First release to be done. The Engine is still not ready to be used, but there is not much work left. I will begin the restructuration of the code in the next days. I may change some classes or methods name and change some implementations etc. The code will be on github in three or four weeks.

In the same time I will be developping my game prototype. I don't know how munch time it'll take but it's only when the prototype will be finished that the first release will be officially announced.

that's all, I wish you a good day  :).

Take your time, you're making such a piece of technology!
Title: Re: Nero Game Engine
Post by: Sk Landry on November 25, 2017, 08:20:30 pm
Hi DarkRoku12, you don't know how happy I was to read your comment

I would like to take this opportunity to thank all my readers, Thank you for reading my posts, it really encourages me to continue the project.

In the next weeks and months, I will take you in the development of my game prototype with a series of posts. It will be an occasion to learn a lot on game prototyping and you will dicover how the engine can be used in real scenario.

Finally the engine will be released when it will be ready, so you'll be able to try it  right away  ;D
Title: Re: Nero Game Engine
Post by: DarkRoku12 on November 27, 2017, 07:11:48 am
That's cool.

I'm polishing a full featured 2D engine soon, with SFML as its base. I have 3 years in that development, i don't release it becuase i'm finishing university and i don't have a lot of time.

But i know it is hard, i can recognize the very good job you have done!

Keep going, i'll looking forward it.
Title: Re: Nero Game Engine
Post by: Sk Landry on February 04, 2018, 03:58:27 pm
Source code released

Hi! here, how are you doing ! ;D

The Engine source code has been uploaded on github, you can check the link bellow
Nero Game Engine Repository (https://github.com/sk-landry/Nero-Game-Engine)

From now on, I will update the repository after each progress in the engine development.

Need Help for the build process !

I will be working on the build process with Cmake in the following weeks, but I'm not an expert in Cmake, I may checkout the cmake files of projects like  SFML or SFGUI to find my way, but it'll take me months before to come up with a proper build process. So if anyone can help I'll be very thanksfull   ;D;

Resource Pack ! Thank Kenney !

I've searched for some free resources over the internet and finally found those beautiful textures made by Kenney Vleugels. The resources are free for both  personnal and commercial use. The work of this guy is just great !

I've gathered some of those resoures on a github repository call Resource Pack, check the link bellow
Nero Game Engine Resource Pack (https://github.com/sk-landry/resource-pack)

The goal of the resource pack repository is to provide you all the resources you'll need to start with the Engine. Over the time there will be more resources like music, sound, particule and also more texture.
Title: Re: Nero Game Engine
Post by: Sk Landry on February 04, 2018, 04:49:42 pm
How is my game prototype doing !

I'm currently working on my game prototype, the objective is to simply test and improve the Engine. I'll be working on it all this month.

As for now I've implemented the following features.

http://www.youtube.com/watch?v=FvEnGTooAag

The Nero Game Tools Library

The NGT (Nero Game Tools) Library is a sub-project of this current project.  It's goal is to provide a set of tools that will allow to prototype a game in hours, or build a first version of a game in only 2 or 3 days.

The first version of this library will be composed of the tools use in my game prototype. I plan to provide this library as a header-only library.

The library will be based on the concept of Action and ActionObject object. In the video above the code that make my player move is the same that make the platform move. I've just built a Move_Action that I can provide to any Object. Therefor the NGT library will be a collection on Action and ActionObject ready to use, you just configure them and set it to any object in the Scene.

The Second Release will come soon

After finishing with my game prototype, I will publish the first version of the  NGT  Library and make a tutorial on how to make a game from start to end with the Engine.

Only after that I will add Sound Object and Animation Object to the Engine.
Title: Re: Nero Game Engine
Post by: Sk Landry on February 12, 2018, 02:06:17 am
Adding Cmake to the project

Cmake is now available in order to build the Library. I've successfully built the engine as Shared and Static lib on a 32 bits Windows using Mingw. I will test the build in other platforms later.

The cmakelists file I've built is pretty minimal, I will update it later, when i'll have a better understanding of Cmake.

For reminder the Nero Game Engine use the following libraries:
Title: Re: Nero Game Engine
Post by: Sk Landry on March 08, 2018, 08:43:16 am
Build the Nero Hello World

Hi everyone, how are doing  ;D.

In this post I'm going to show how to build and run the Engine, The goal will be to make the following snippet of code work.

#include <NERO/engine/DevEngine.h>

int main()
{
    nero_log("Nero game engine Hello World");

    nero::DevEngine engine;
    engine.run();
}
 

This tutorial will focus on Windows, CodeBlocks and MinGW, if you are familiar with other tools, I'm sure you will find your way out too. Also I will asume that you know a bit of Cmake GUI

Step 1 : Download the Sources

All the sources are available on github

Boost 1.61.0 : https://github.com/boostorg/boost (https://github.com/boostorg/boost)
Box2D 2.3.0 : https://github.com/erincatto/Box2D (https://github.com/erincatto/Box2D)
SFGUI 0.3.1 : https://github.com/TankOs/SFGUI (https://github.com/TankOs/SFGUI)
SFML 2.4.0 : https://github.com/SFML/SFML (https://github.com/SFML/SFML)
Nero 0.7.0 : https://github.com/sk-landry/Nero-Game-Engine (https://github.com/sk-landry/Nero-Game-Engine)

The Nero project use a specific version of the others libraries, you may try to use the latest version of the corresponding libraries, but for this tutorial I will stay with the specific versions in order to avoid any incompatibilities.

After downloading SFML, SFGUI, Boost and Box2D, you will have to checkout the sources in order to get the right version.

It's pretty easy. Here is a exemple with SFML

git clone https://github.com/SFML/SFML.git    // Download the SFML source code (latest version)
cd SFML                            // Move to the SFML source directory
git tag -l                            // Display all the available versions
git checkout tags/2.4.0                  // Switch the code to the version 2.4.0, the command is " git checkout tags/<tag_name> "

And there it is, you now have the SFML 2.4.0 version, you can do the same for Boost, Box2D, and SFGUI

Step 2 : Build the Sources

Build Boost

Let's begin by the easiest one, we are going to build only the system and the filesystem libs.

for that, move into the boost source directory and issue the following two commands one after another

./bootstrap.sh
./b2.exe --prefix=build --with-filesystem --with-system link=shared variant=debug,release threading=multi

The result of the build will be in the folder stage/lib

Build Box2D, SFML and SFGUI

Box2D, SFML and SFGUI can be build easly with Cmake GUI

SFGUI depends of SFML, if Cmake does not find SFML, you can define the Path option SFML_ROOT.

the sfml root directory should look like this
sfml_root_path/inlcude/SFML       //contains the sfml headers
sfml_root_path/lib                   //constains the sfml libs (.a files with MinGW)

Step 3 : Build Nero

After building Boost, Box2D, SFML and SFGUI you can now build the Nero project using Cmake GUI.

If Cmake does not find boost, you can define the Path option BOOST_ROOT

the boost root directory should look like this
boost_root_path/inlcude/boost       //contains the boost headers
boost_root_path/lib                 //constains the boost libs (.a files previously build)

If Cmake does not find SFML, you can Define the path option SFML_ROOT like for SFGUI

If Cmake does not find Box2D or SFGUI you will have to configure manually the following cmake options.

BOX2D_INCLUDE_DIR
BOX2D_LIBRARY_DEBUG                  
BOX2D_LIBRARY_RELEASE

SFGUI_INCLUDE_DIR
SFGUI_LIBRARY_DEBUG
SFGUI_LIBRARY_RELEASE

If you have built Box2D and SFGUI in Release and Debug mode, you can provide the two libs version, if not, providing either the Debug or Release libs will be enough.

Step 4 : Organise your Libs

When you build a library you can choose where the libs will be install. Libraries like Boost have default installation path, so cmake or any IDE or compiler can find them easily. Personnaly I use a custom folder call "Library" to store all my libs. It's easy to find them if I know they are all in one place. Choose the method that suits you the best.

In the next section I will assume that you have all the libs in a folder "Library" like this:

Library/include                               //contains all the libraries headers
Library/inlcude/SFML
Library/inlcude/Box2D
Library/inlcude/SFGUI
Library/inlcude/boost
Library/inlcude/json                            //   This one can be find in the Nero project source files, under the "extlibs" directory            
Library/inlcude/easyloggingpp                           // "extlibs" directory also

Library/lib                                             // contains all the libraries libs (.a files with MingW)
Library/bin                                              // conatains all the DLL files
Library/doc                                             // the libs doc

Step 5 : Link the lilbraries

Now that you have all the libs and DLL ready, you can create a new Project and make the following configurations.

On CodeBlocks, all of this is done in (Project --> Build Options)

activate the c++11 flag                  (Project --> Build Options --> Compiler Settings --> Compiler flags)
add the headers path "Libray/include"      (Project --> Build Options --> Search directories --> Compiler)
add the libs path "Library/lib"            (Project --> Build Options --> Search directories --> Linker)
add the dll path "Library/bin"            (Project --> Build Options --> Search directories --> Linker)

link all the libs                      (Project --> Build Options --> Linker settings --> Link libraries and/or --> Other linker options)

Step 6 : Mandatory directories

After linking the libs, there is one more thing to do, the Engine expect some directories and files to be available.

Resource/
Resource/Texture/
Resource/Font/
Resource/Font/Sansation.ttf         // This is one is important, the Engine use it for text rendering

config/
config/log_config               //Pretty important, but not necessary

You can download those directories here : https://github.com/sk-landry/resource-pack/blob/master/Directory.zip (https://github.com/sk-landry/resource-pack/blob/master/Directory.zip)
Unzip the file and copy its content in your project directory

That's All

This post described all the steps you'll need to get start with the Engine. Build and Link libraries is one of the most difficult part when working on C++ programs. It may give you some headaches  ::)  :o :o. So try again and again if it does not work and feel free to ask any question in case of difficulties.
Title: Re: Nero Game Engine
Post by: Tank on March 12, 2018, 08:30:32 am
You should definitely think about putting together an SDK that interested users can just download and which can be used to start developing right away.
Title: Re: Nero Game Engine
Post by: Sk Landry on March 13, 2018, 02:20:33 pm
Hi @Tank, thank for your reply.

I know the build and installation process maybe challenging, this is why I decided to add a scripting language at the final stage of the project. I didn't thought about a SDK, it's a great idea you have here. thank you !

By the end of the week, I'll provide a Kit fully Setup, the Kit will contains a CodeBlocks installation and a MinGW compiler fully configure.
Title: Re: Nero Game Engine
Post by: Sk Landry on March 19, 2018, 02:05:46 pm
Nero Game Engine Startup Kit

Hi every how are you doing !

The kit is now ready, you can download it with the link bellow. The kit works like a Codeblocks standalone installation. you can carry it in a USB key and launch it wherever you want. It uses a 32 bits MinGW compiler, so it should run on any Windows System.

Downlaod Nero Game Engine Kit (https://drive.google.com/file/d/1THDFW4btsftdUqcacMjEqo81VKy7gGUS/view?usp=sharing)

The Kit already contains two projects. One call "Test" that you can use as you want, and another call "Kero", I will talk about this one later.

The content of the Kit is as bellow

CodeBlocks/                  CodeBlocks and MinGW installation
Library/                  All the necessary headers, dlls and libs
Projects/                  All your projects should be created in this folder
Resource Pack/               A set of Textures and Fonts
Readme                     A readme file
Start                     Double click on this one to start CodeBlock;

There is nothing to configure, every new project has automatically access to the engine API

When you create a new project, there is only one thing to do. The Engine expect the "config/" and "Resource/" directories to be availabed. So don't forget to add them. You can simply copy the ones in the "Test" project in your New project directory.
Title: Re: Nero Game Engine
Post by: Sk Landry on March 24, 2018, 08:48:19 am
Developing Games with the Engine 101

Hi everyone how are you doing :), In this post we'll see how to start programming with the Engine

1- Create a new Scene

In order to create a new Scene, you simply have to create a new Class inherating from nero::Scene. After that you can add  your scene to the Engine with the method [ addScene<Scene_Class>("scene_name") ]. you can add any number of Scenes.

Pay attention to the scene name, the name will be used to generate a directory for your scene, So the characters you can enter there depends on your Operating System rules in term of Folder and File Name.

The Engine Instantiate your Scene each time you click on the Play_Button.

#include <NERO/engine/DevEngine.h>

class MyScene : public nero::Scene
{
    public:
        MyScene(nero::Scene::Context context):
            nero::Scene(context)
        {
            nero_log("Hello bodies");
        }
};

int main()
{
    nero_log("Nero Game Engine Hello World");

    nero::DevEngine engine;
    engine.addScene<MyScene>("My Scene");
    engine.run();
}
 

2- The init() method

The init() method is called automaticlly after the constructor of your Scene, This method exist in order to allow doing stuff that can't be done in the construstor. It's in this method that you can retrieve objects, preconfigure your player, your scene logic etc.

Using the Dev_Engine Interface, first create an Object named "test" before to run the bellow code.

#include <NERO/engine/DevEngine.h>

class MyScene : public nero::Scene
{
    public:
        MyScene(nero::Scene::Context context):
            nero::Scene(context)
        {
            nero_log("Hello bodies");
        }

        void init()
        {
            nero_log("the init() method is called automatically after the constructor");

            //Create a mesh object and give it the name "test" before to run this code
                auto object = m_ObjectManager.findObject("test");

                nero_log(_sn(object));

            // the little "_sn" is a toString method; the "s" is for String, the "n" is for Nero Object
        }
};

int main()
{
    nero_log("Nero Game Engine Hello World");

    nero::DevEngine engine;
    engine.addScene<MyScene>("My Scene");
    engine.run();
}
 

3- Run the Render_Engine

In order to launch the Render_Engine, simply replace the DevEngine header by the RenderEngine one [ #include <NERO/engine/RenderEngine.h> ], and then change the code in the main like bellow.

The Render_Engine takes only one Scene, so it use the method [ setScene<Scene_Calss>("scene_name") ]

The Render_Engine run a 800 x 600 window by default, you can change that by modifying its constructor like that
[ nero::RenderEngine engine("default name", 1024.f, 600.f) ]

#include <NERO/engine/RenderEngine.h>

class MyScene : public nero::Scene
{
    public:
        MyScene(nero::Scene::Context context):
            nero::Scene(context)
        {
            nero_log("Hello bodies");
        }

        void init()
        {
            nero_log("the init() method is called automatically after the constructor");

            //Create a mesh object and give it the name test "test" before to run this code
                auto object = m_ObjectManager.findObject("test");

                nero_log(_sn(object));

            // the little "_sn" is a toString method; the "s" is for String, the "n" is for Nero Object
        }
};

int main()
{
    nero_log("Nero Game Engine Hello World");

    nero::RenderEngine engine;
    engine.setScene<MyScene>("My Scene");
    engine.run();
}
 

4- No More DevScene

In some previous posts you may saw that a Scene could be created by inheriting from a nero::DevScene, this is no longer the case.
The DevEngine is only able to manage some nero::DevScene, so in principle you should only add DevScenes to it. In contrast the RenderEngine is only able to manage some nero::Scene. Switching between the DevScene engine and the RenderEngine, was requiring to manually change the inheratance of a Scene every time. I founded that combersome so, I made some changes.

Now only nero::Scenes are added to the DevEngine, and it is its responsibility to automatically generate a DevScene that will encapsulate the nero::Scene. With that, there is no change to made in a Scene when moving from the DevEngine to the RenderEngine and vis versa.

5- The  nero::GameEngine

You never heard about this Class. The reason is simply because it doesn't exist yet. The Nero project is based on three seperated Engines.
A this stage of the project, the GameEngine is not a requirement, so I put it away for now.

That's all for this 101, the true tutorial will begin later on
Title: Re: Nero Game Engine
Post by: Sk Landry on March 24, 2018, 09:15:38 am
How to code with the Engine Series

Hi everyone, after the 101 (see the above post), we can now move further and see how to code with the engine.

As I made with the DevEngine Interface, I will made a series of posts to show how to develop a Game with the Engine.

In the Engine Kit there is the project Kero. this project is my game prototype, more exactly the quater of it. I design the prototype in four parts. You can take a look at the code to see how it works. The 3 others parts of the prototype will be part of this tutorial.

bellow you can see the outline of this new series of posts

Part 1: Let's begin slowly

   1/ The nero logger
   2/ Use constants
   3/ Check Objects
   4/ Retrieve objects
   5/ Create a simple Player
   6/ Create a moving platform
   7/ Handle Collisions
   8/ Analyse of the Kero Scene code

Part 2 : Let's finish that Prototype

   1/ the Second part
   2/ The Third part
   3/ The Last part
Title: Re: Nero Game Engine
Post by: Sk Landry on March 26, 2018, 10:56:50 pm
How to code with the Engine Part 1-1 : The nero logger

Log things is pretty useful when programming, this is why I wanted to start this series of Howtos with the logger.
The Engine use the Easyloggingcpp library for logging. the default synthax look like this 
[ LOG(INFO) << "log message here, this goes to the console" ]
If you ever used that library and are familiar with it, you can still use its default synthax.

I prefer function-like synthax, this is why I design the [ nero_log() ] and [ nero_log_if() ] functions to replace the original synthax. Those functions are in fact Macros, this is why they don't use the nero namepsace.

Here is a overview of these two functions
nero_log(message)
nero_log(message, level)
nero_log_if(message, boolean)
nero_log_if(message, boolean, level)
 

Two levels are availabled. Not specifing a level is equivalent to use the logger in INFO level
nero::Debug
nero::Warning

//The Debug and Warning level will give the File, the Line and the Method where the log has been called
[DEBUG | main.cpp | Line 21 | virtual void MyScene::init() ] --> Hello world
 

In addition to the logger Macros, you also got some toString Macros
_s(value)        
//equivalent to nero::toString(value), it automatically add a space at the end.

_sn(object)    
 //call the toString method of the object, equtivalent to object->toString()
 

Things  are always more easy with examples, so here are some
x = 5;
auto myPlayer = m_ObjectManager.findObject("player");

nero_log("whatever");
nero_log("whatever", nero::Warning);
nero_log_if("whatever", x < 10);
nero_log_if("whatever", x > 0, nero::Debug);
nero_log("step : " + _s(10) + "the winner is : " + _sn(myPlayer), nero::Debug);
 
Title: Re: Nero Game Engine
Post by: Sk Landry on March 26, 2018, 11:06:59 pm
How to code with the Engine Part 1-2 :  Use constants

The Engine use a lot of Strings to do its stuffs. Objects in a Scene are identified by they Name and they Category. The Names and Categories are used everywhere and many time in the code, writting them every time is error prone, so as a good practice, this Strings should be declared as constants and maintained in one place. Also notice that Names and Categories should be unique.

As an example the kero project defined several constants in the Kero_utility.h file like this.

struct _NamePool
{
    const sf::String start_ground       = "start_ground";
    const sf::String player             = "kero";
    const sf::String jump_power         = "jump_power";
    const sf::String start_platform     = "start_platform";
    const sf::String start_end          = "start_end";

};

struct _CategoryPool
{
    const sf::String ground             = "ground";
    const sf::String wall               = "wall";
    const sf::String player             = "player";
    const sf::String power              = "power";
    const sf::String platform           = "platform";
};

struct _PlayerActionPool
{
    const sf::String move_left         = "move_left";
    const sf::String move_right        = "move_right";
    const sf::String move_none         = "move_none";
    const sf::String jump              = "jump";
    const sf::String dash_left         = "dash_left";
    const sf::String dash_right        = "dash_right";
};

const _NamePool             NamePool;
const _CategoryPool         CategoryPool;
const _PlayerActionPool     PlayerActionPool;
 
Title: Re: Nero Game Engine
Post by: Sk Landry on March 26, 2018, 11:21:18 pm
How to code with the Engine Part 1-3 :  Check Objects

Any Object can be retrieved at any moment with a  [ m_ObjectManager.findObject("object_name") ] . The thing to know is that the Object_Manager return a Null_Ptr when it does not found a Object. The reasons the Object_Manager does not found a object may be because the Object simply does not exist, may be you misspelled the Object_Name, or you simply forget to assign the name with the Dev_Engine Interface. So in principle you should test any returned object before to use it like that.

auto object = m_ObjectManager.findObject("oject_name")
if(object)
{
        //do something
}

This is pretty combersome. In order to reduce the risk of using unexisting Objects, you can check them all at the beginning of the init() method.
the method [ m_ObjectManger.checkAllObject(std::vector<sf::String>) ] is there for that. you can give it all the Object_Names you will be using. If it found that a object does not exist, it throws a exception and give you the culprit, I means the Object_Name, that refer to nothing.

void init()
{
    //Test that all objects exist before to continue
    m_ObjectManager.checkAllObject(
    {
        NamePool.start_ground,
        NamePool.jump_power,
        NamePool.player,
        NamePool.start_platform,
        NamePool.start_end,
    });


    // Everything fine here, we can continue safely

}
Title: Re: Nero Game Engine
Post by: Sk Landry on March 26, 2018, 11:54:10 pm
How to code with the Engine Part 1-4 :  Retrieve objects

1- Find Objects

The findObject() method, run other the whole Object_Tree_Node to find an Object. This may be resource and time consuming if your Scene contains too many Objects. You can optimize the research if you know the nature of the Object you are looking up for.

If the Object is a Physic_Object by example, use the findPhysicObject() method, This method will skip all layer that does not contain Physic Objects during its look up process.

There are a list of methods you can use to retrieve Object more efficiently
Object::Ptr     findObject(sf::String name);
Object::Ptr     findLayerObject(sf::String layer_name);
Object::Ptr     findObjectInLayer(sf::String name, sf::String layer_name);
Object::Ptr     findSpriteObject(sf::String name);
Object::Ptr     findPhysicObject(sf::String name);
Object::Ptr     findSolidObject(sf::String name);
 

2- Move Objects

The Move methods, cut the Objects you are looking up for from the Object_Tree_Node. So you can re-attach them somewhere else in the Tree.

Object::Ptr     moveObject(sf::String name);
Object::Ptr     movePhysicObject(sf::String name);
Object::Ptr     moveSpriteObject(sf::String name);
Object::Ptr     moveSolidObject(sf::String name);
 

3- Remove Objects

The Remove methods, will destroy complety an object. If the Remove methods do not find the object you want to remove they return false

bool            removeObject(Object::Ptr object);
bool            removeObject(sf::String name);
 

4- Objects Casting

The Find and Move methods always return a generic nero::Object, if you want to perform object specific tasks, you will have to cast the returned Object first. All Object Type have a static Cast() method for that.

nero::Object::Cast()
nero::LayerObject::Cast()
nero::SpriteObject::Cast()
nero::PhysicObject::Cast()
 

Example
auto my_cloud_sprite    = m_ObjectManager.findObject("cloud_sprite");
auto my_ground          = m_ObjectManager.findObject("ground_01");

nero::SpriteObject::Ptr sprite_object = nero::SptriteObject::Cast(my_cloud_sprite);
nero::PhysicObject::Ptr physic_object = nero::PhysicObject::Cast(my_ground);
 

A Solid_Object is a Physic_Object with a Sprite_Object as a child. So a Solid_Object is casted to a Physic_Object

auto object = m_ObjectManager.findSolidObject("object_name");

nero::PhysicObject::Ptr physic_object = nero::PhysicObject::Cast(object);
nero::SpriteObject::Ptr sprite_object = nero::SptriteObject::Cast(object->getFirstChild());
 
Title: Re: Nero Game Engine
Post by: Sk Landry on April 14, 2018, 03:40:45 pm
How to code with the Engine Part 1-5 :  Create Moving Objects and Platforms

Hi everyone! how are you doing :). I've been busy the last weeks so I couldn't pursue the series, but here I am.
In this post I'll present a custom PhysicActionObject called SimpleMovingObject. This ActionObject can be used to create moving platorm or to make move any PhysicObject.

There is little change in the schedule, the HowTo on the Player will come after the one on Collision. That said, let's begin.

1- Include the NERO\gamelib.h header

#include <NERO/gamelib.h>

The Nero Game Lib library  defined some custom Actions and ActionObjects. This library is not part of The Engine Core, currently it is provided as a header only library. You can find it in the package in : Library\gamelib\NERO\gamelib.h
Further in the tutorial I will show How to create custom Actions and ActionObjects. For now let's use the ones provided in the gamelib library.

2- SimpleMovingObject, the constructor

nero::SimpleMovingObject(direction, velocity, maxOne, maxTwo);

direction    : [right_left , up_down]    // the direction of the movement
velocity     : [float]                   // the speed of the movement
maxOne       : [float]            // the distance to cover in the first direction (right or up)
maxTwo       : [float]            // the distance to cover in the second direction (left or down)

3- Example

nero::SimpleMovingObject(nero::SimpleMovingObject::Right_Left, 20.f, 100.f, 150.f)

//In the following example, the targeted object will move right and left at a speed of 20 float;
//The object will first move 100 float to the right, then it will come back to its initial position before
//to move 150 float to the left. the total distance of the movement it's therefore 350 float

4- A little trick

If you want the object to move Left_Right, instead of Right_Left, just set maxOne to Zero (0.f)

nero::SimpleMovingObject(nero::SimpleMovingObject::Right_Left, 20.f, 0.f, 250.f)

//Since the object should move 0 float to the right before to go left,
//the object will go left first, what's give you a left_right movement. this work also for the up_down movement.

5- Add the SimpleMovingObject to the Object Tree

The role of an ActionObject is to provide a behavior to another Object (the Target). As we want our ActionObject to have full control of the target, we will first remove the target from the Object Tree, and then give it to the ActionObject. Only after that we can add the ActionObject to the Object Tree

We create the ActionObject as a Pointer since it will be added to the Object_Tree

nero::SimpleMovingObject::Ptr my_Platform;
my_Platform(new nero::SimpleMovingObject(nero::SimpleMovingObject::Right_Left, 20.f, 0.f, 250.f));

We remove the Target from the Object Tree and give it to the ActionObject.
the Object_Manager MoveObject method, cut the target from the Tree and return it

auto target = m_ObjectManager.moveObject("my_platform");
my_Platform->setObject(target);

The Object_Manager will add the ActionObject to the Object Tree

m_ObjectManager.addObject(my_Platform);

6- Some reminders

The SimpleMovingObject is a PhysicActionObject, currently it's the only ActionObject in the gamelib library. As a PhysicActionObject, it handles only PhysicObjects (SolidObjects are also PhysicObjects).

This ActionObject should be used on Kinematic PhysicObject.

Static Objects are not meant to move and Dynamic Objects are meant to be affected by a lot of things (gravity, collisions) what is not ideal for this ActionObject.

7- A full example

First create a Kinematic PhysicObject (Kinematic Mesh) named "my_platform" before to run this code

#include <NERO/engine/DevEngine.h>
#include <NERO/gamelib.h>

class MyScene : public nero::Scene
{
    public:
        MyScene(nero::Scene::Context context):
         nero::Scene(context)
         ,my_Platform(new nero::SimpleMovingObject(nero::SimpleMovingObject::Right_Left, 50.f, 100.f, 100.f))

        {

        }

        void init()
        {
            //First create a Kinematic PhysicObject (Kinematic Mesh) before to run this code

            m_ObjectManager.checkAllObject(
            {
                "my_platform",
            });

            auto target = m_ObjectManager.moveObject("my_platform");
            my_Platform->setObject(target);

            m_ObjectManager.addObject(my_Platform);

        }

        nero::SimpleMovingObject::Ptr my_Platform;
};

int main()
{
    nero::DevEngine engine;
    engine.addScene<MyScene>("My Scene");
    engine.run();
}

Title: Re: Nero Game Engine
Post by: Sk Landry on April 16, 2018, 09:17:38 pm
How to code with the Engine Part 1-6 : Handle Collisions

Hi everyone, hope you are doing great. Let's continue this series with Collisons processing

1- Setup the collision rules

Let's consider the following Object Categories (ground, platform, cirlce, cube) and the following rules
using a nero::CollisionRule object you can configure this setup with the code bellow

nero::CollisionRule collisionRule;
           
collisionRule.canCollide("circle", "ground");
collisionRule.canCollide("cube", "ground");
collisionRule.canCollide("circle", "platform");
collisionRule.canCollide("cube", "cube");

collisionRule.apply(m_RootObject);

When the apply() method is called, the collisionRule object first remove all previous collision configuration by calling the noCollision() method. When this method is called, no object can collide with any other object, this is why you only have to tell which Category should collide with which one when setting up the rules.

2- Print the collision rule

if you want to see the collision rules in a more readable way, you can called the print() method

collisionRule.print();

3- Process collisions

when a collision occur, the handleCollisionContactBegin() method is called first. The collision is represented as a nero::Collision Object

void handleCollisionContactBegin(nero::Collision collision)
{
    if(collision.isCollising("ground", "cube"))
    {
        nero_log("ground-cube collision detected");

        auto object_1 = collision.getObject("ground");
        auto object_2 = collision.getObject("cube");

        nero_log(_sn(object_1));
        nero_log(_sn(object_2));
    }

    if(collision.isObjectCollising("platform_1", "circle_1"))
    {
        nero_log("platform_1 and circle_1 just collided");

        auto object_1 = collision.getObject("platform_1");
        auto object_2 = collision.getObject("circle_1");

        nero_log(_sn(object_1));
        nero_log(_sn(object_2));
    }
}

4- Test collisions

The collision object offer two methods to test collisions by category or by name

collision.isCollising("object_category_1", "object_category_2");

collision.isObjectCollising("object_name_1", "object_name_2");

The test with a category and a name is not availabled, I will had that for a future release.

5- Retrieve the colliding objects

You can use the getObject() method to retrieve the objects that are colliding, the method takes a category or a name as parameter. The returned object is a nero::PhysicObject

PhysicObject::Ptr collision.getObject(sf::String indicator)

//Example
auto object = collision.getObject("object_category");
//or
auto object = collision.getObject("object_name");


5- Disable collisions

A collision can be easly disabled with the code bellow

collision.setEnabled(false);

6- A full example

You can create the Scene for this example, with this  following json file.

 download the scene json (https://drive.google.com/file/d/1pG7oDecDvHdUy3uAbI1Kdd7NVtE_sCNM/view?usp=sharing)

#include <NERO/engine/DevEngine.h>
#include <NERO/scene/CollisionRule.h>

class MyScene : public nero::Scene
{
    public:
        MyScene(nero::Scene::Context context):
            nero::Scene(context)
        {

        }

        void init()
        {
           m_ObjectManager.checkAllObject(
            {
                "platform_1",
                "circle_1",
            });

            nero_log("The collision rules");

            nero::CollisionRule collisionRule;

            collisionRule.canCollide("circle", "ground");
            collisionRule.canCollide("cube", "ground");
            collisionRule.canCollide("circle", "platform");
            collisionRule.canCollide("cube", "cube");

            collisionRule.apply(m_RootObject);

            collisionRule.print();
        }

        void handleCollisionContactBegin(nero::Collision collision)
        {
            //this method is called first when a collision occur;

            if(collision.isCollising("ground", "cube"))
            {
                nero_log("ground-cube collision detected");

                auto object_1 = collision.getObject("ground");
                auto object_2 = collision.getObject("cube");

                //nero_log(_sn(object_1));
                //nero_log(_sn(object_2));
            }

            if(collision.isObjectCollising("platform_1", "circle_1"))
            {
                nero_log("platform_1 and circle_1 just collided");

                auto object_1 = collision.getObject("platform_1");
                auto object_2 = collision.getObject("circle_1");

                //nero_log(_sn(object_1));
                //nero_log(_sn(object_2));
            }


            //If I disabled the collision here, the method (handleCollisionContactEnd) will never be called
            //collision.setEnabled(false);
        }


        void handleCollisionContactEnd(nero::Collision collision)
        {
            //this method is your last change to process a collision
        }
};

int main()
{
    nero::DevEngine engine;
    engine.addScene<MyScene>("My Scene");
    engine.run();
}
 



Title: Re: Nero Game Engine
Post by: Sk Landry on April 29, 2018, 04:51:27 pm
How to code with the engine Part 1-7 : Build a simple player

Hi everyone, hope you are doing great. Let's continue with the series.

In this post I will show how to use an ActionObject and some Actions in order the build a simple player

Step 0 : Include the Nero GameLib header

#include <NERO/gamelib.h>

Step 1 : Create the player object

The first step is to create the object that will be your player using the Dev_Engine_Interface. For this example we can take a simple cube or circle to be the player. So let's create a Physic_Object (Polygon Mesh) with the name "my_player" and the category "player"

step 2 : Use an ActionOject to represent the Player

nero::PhysicActionObject my_Player;
my_Player.setObject(m_ObjectManager.findObject("my_player"));

In the Howto on Moving Objects and Platforms, we used a Custom PhysicActionObject called SimpleMovingObject. The SimpleMovingObject inherit from PhysicActionObject in order to build a more complex interface. But as you can see the default interface of the PhysicActionObject is enough for certain cases. There are many ways to use ActionObject and Action, and for this tutorial we are using the most basic one.

step 3 : Give the player defferent capabilities

Let's say we want our player to be able to move right and left. we also want it to be able to jump.

float move_velocity = 100.f
float jump_force   = 150.f

my_Player.registerAction<MoveAction>("move_left", nero::getMoveLeftAction(move_velocity));
my_Player.registerAction<MoveAction>("move_right", nero::getMoveRightAction(move_velocity));
my_PLayer.registerAction<JumpAction>("jump", nero::getJumpAction(jump_force));

In the code above we've registered three Actions, the player can then perform those actions when ever it want.

void handleKeyboardInput(const sf::Keyboard::Key& key, const bool& isPressed)
{
    if(isPressed)  
    {
       switch(key)
       {
       case sf::Keyboard::J:
           {
               my_PLayer.callAction("jump");
           }break;
       }
       
   }  
}

If you want to see how Actions are built, click on the spoiler button.
(click to show/hide)

Step 4 : Make the camera follow your player

The nero::Scene offers a method called setCameratTarget, that you can used to make the camera follow any Physic_Object.

auto player_object    = m_ObjectManager.findObject("my_player"); //retrieve the object to follow
auto target       = nero::PhysicObject::Cast(player_object); // cast the object to a Physic_Object

setCameraTarget(target); // set the target

It's possible to disable and enable this feature at any moment with the following method

setCameraFollowTarget(bool flag);


This post showed how ActionObject and Action could be used to create a simple player, for a complet example you can check the code in the Kero project.
Title: Re: Nero Game Engine
Post by: Sk Landry on April 30, 2018, 12:20:10 am
How to code with the engine Part 1-8 : Anatomy of the Kero Scene

Hi everyone, how are you doing  ;D. I thought to change this post title, but I finally kept it.

A litte story

There is the story of the Kero scene

once upon a time, there was a little cube with the power to move left and right. After a long long run, the little cube find a blue arrow. The arrow was moving up and down. Intrigued by this arrow the little cube decided to touch it, when it did, some thing amazing happened, the little cube get the power to jump. With its new power the little cube continue its aventure, it later found a moving platform, that was a great opportunity to test its new power, It jumped on the platform which carried it to the beginning of a new aventure.

http://www.youtube.com/watch?v=jXtW74kPTIA

Build a game with the Nero Game Engine

As you may have seen with the Kero Scene, there are basically  two parts when developing a game with the Engine. I called them the Game Scene part and the Game Code part.
The game scene is built with the Dev Engine Interface, the game scene can be modified at any time without the need rewrite the code. That is great if you want to tweak the position or the shape of an object. Modifing the Game Scene also don't required to recompile your game program, and since the scene is represented as a simple json file, it's easy to share. If you think you are not good at Scene disign just ask a friend to build the scene for you and send you the json file (and also the sprites, ya don't forget them ).
The game code is where the logic is built. In the game code you can retrieve the objects created in the game scene and manage collisions and events. The modification of the game code require the recompilation of the game program. With this series you get a look at the engine API. The API is pretty generic and does not target a game genre. If you like a specific game genre you can build your own API on top of the engine one like I did with the Nero Game Lib. I'm a fan of plaftormers so the Nero Game Lib will focus only on the platformer genre.

Learn more and continue the development

The part 2 of the series is put in stand by. I won't have time to work on that in the following months. In place of that I will focus my time on learning game engine architecture and continue the development of the Engine (I will be working on Sound and Animation objects).

I'm pretty happy with the current state of the project considering that I taught  my self C++ programming, SFML and game programming. I'm not a game engine expert, I came to that stage of the project using my intuition and determination. But I think it's time to learn some key notions on engine development. I came accross that book Game Engine Architecture of Jason gregory and found it pretty amazing. I will gather many others books and learn a lot in order to produce the best engine I can.

Thanks for reading my posts, and see you later ;D.

Title: Re: Nero Game Engine
Post by: Sk Landry on July 21, 2018, 10:32:13 am
Hi everyone ! it's been a long time since my last post. Hope you are doing well  :).

A new logo design

Here is the new design I made for the logo. Let me know what you think.

(http://i.pinimg.com/originals/70/2e/95/702e95afbb92820e8226cba51449aa42.png)

TexturePacker

Do you know TexturePacker from CodeAndWeb. It's a tool that easy the creation of Sprite Sheet. If you have a bunch of PNG files by example, you can import them in TexturePacker and it will "pack" them into one single PNG file. The geat thing, it's that it also provide you a JSON file (not only, there are other formats) describing the Sheet, so the  Sprite Sheet can be easily "decoded" by a game engine.

As I mention in my last post I'm currently working on Animation. Before I started implementing anything I searched over the internet if I could find a tool that will simplify the creation of animation. That lead me to TexturePacker.

TexturePacker will be integrated in my Engine workflow. I will talk more about that when the integration with the engine it's done. For now you can learn more about TexturePacker here (https://www.codeandweb.com/texturepacker).

Development Progress

The development of the Engine progress very slowly these days since I don't have munch time to work on it. But with a little chance things can change in the upcoming months.

have a good day ;D
Title: Re: Nero Game Engine
Post by: Sk Landry on August 31, 2018, 11:57:40 pm
Hi everyone !, I'm back, how do you do ?

During the last two weeks I got a lot of free time, so I worked on the Engine. The Engine has evolved, I added some new features and fixed some bugs. I've made a review of the features that will be availabled in the Engine first version. The first version will be ready by the end on this year. The integration of Lua as a scripting language will take a lot of time, so for the first version there will only be a very minimalist integration of Lua. C++ will be the main language to use the Engine. Finally I plan to open a website early next year, maybe on Junuary. 

that's said, Let's jump on the new features !!!

Startup Screen

The DevEngine now has a Startup Screen or a Loading Screen if you prefer. The Engine just use two threads on startup. While the main thread render the Loading Screen, a second thread load Resources and build the Engine_UI in background.

http://www.youtube.com/watch?v=tshPLzr8JN8


Custom Startup Screen

While the DevEngine has a fix Startup Screen, the RenderEngine can take a custom Startup Screen. That allows you to create your own game loading screen. In order to create a Startup Screen you simply have to create a class that henerite from nero::StartupScreen

(click to show/hide)

All the methods in the class are virtual pure; you have to override all of them.
the getBackgroundColor() method return a color to clear the sf::RenderWindow;
the getMintime() method return a time in second. It allows you to choose if the LoadingScreen should last in 5 second or 10 second or whatever you want.

the Custom Startup Screen is given to the RenderEngine via it's constructor.

MyStartupScreen myStartupScreen;

nero::RenderEgine engine(myStartupScreen);
engine.setScene<MyScene>("my scene name");
engine.run();

Sound and Music

The Engine can now load and manage Sound and Music. Like other resources the loading is automatic. Just copy some sounds in the folder "/Resource/Sound" and some musics in the folder "/Resource/Music", the Engine will take care the rest. In your Scene class, there is a instance of the class nero::SoundManager. this class let you play a sound or a music at any time in your game.

The DevEngine allows to quickly access all your Musics and Sounds, so you can enjoy them while building a Scene.

http://www.youtube.com/watch?v=2NmvLW6bSaY


Configuration Files

In order to make the Engine more flexible, many hard coded properties are now made evailable as configurations. Configuration files are JSON files, they are all located in the folder "/config"

As a example, for each resource type (Texture, Sound, Music etc), you can now choose the folder where to put them, you can also choose the extensions you want to handle.

For Fonts, you can choose what Font to use as default.

{
        "font" :
                {
                        "folder" : "Resource/Font",
                        "extension" : ["ttf"],
                        "default" : "Sansation"
                },

        "sound" :
                {
                        "folder" : "Resource/Sound",
                        "extension" : ["wav", "ogg", "flac"]
                },

        "music" :
                {
                        "folder" : "Resource/music",
                        "extension" : ["wav", "ogg", "flac"]
                },

        "texture" :
                {
                        "folder" : "Resource/Texture",
                        "extension" : ["png", "jpg", "bmp", "dds", "tga", "psd"],
                        "separator" : "-"
                },

        "shader" :
                {
                        "folder" : "Resource/Shader",
                        "shader-list" : "Resource/Shader/shader.json",
                        "extension" : ["vert", "frag"]
                },

        "animation" :
                {
                        "folder" : "Resource/Animation",
                        "extension" : ["png", "jpg"]
                },

        "script" :
                {
                        "folder" : "Resource/Script",
                        "extension" : ["lua"]
                }

}


Bug fixed : RenderCanvas glitch

In the version of the Engine provided with the SDK (Startup Kit), there is a glitch on the Canvas when you remove a Layer or when the Redo and Undo buttons are used. It tooks me some time to find the reason of this glitch, but it's now fixed.

that's all for this post, There are other new features like Animation and Grid, they are still in development, I will talk about them another day.

thanks for reading my posts and see you later  :).
Title: Re: Nero Game Engine
Post by: Sk Landry on September 18, 2018, 12:02:08 pm
Hi everyone !, hope you are doing greet  ;D. Today let's talk about Animation.

Animation Tools

In order to simplify Animations management the Nero Engine relies on other tools. Texture Packer and ShoeBox.

Texture packer

I've already talked about this one. It's a tool that let you pack several images in one Spritesheet.
When you use Texture Packer to pack your animation, you obtain two files. A image file (.png, .jpeg, etc) and a Json file. The Nero Engine relies on this two files to generate animations.

ShoeBox

What is ShoeBox ? ShoeBox also allows to pack image files. But the great thing is that it also allows to Unpack Spritesheets. When you search for animations over the internet, most of the time you will find some animation SpriteSheets. And there come a question : The animation is already packed, how am I going to use it in Texture packer ?. Well,  ShoeBox can unpack SpriteSeets, it can also unpack GIF images. Yep, If you have an animation in GiF format, you can unpack it using an online service or with ShoeBox.

ShoeBox is free, you can find it here. (https://renderhjs.net/shoebox/)

Load Animation

When you obtain the two files generated by Texture Packer, you simply have to copy and paste them in the "/Resource/Animation" directory. The rest is automatic, the Engine read your files and build the Animations.

In the picture bellow, you can see that each animation is made of one PNG file and one JSON file. Both files must have the same name.
(https://i.pinimg.com/originals/56/a9/60/56a960914b3c3fbec6e893600487f772.png)

Animation Object

On the left of the Engine Interface, There is now an Animation Tab. All loaded animations can be founded there. Animations work like Sprites. If you put the mouse over an Animation_Button you can see a Preview.
If you click on a Animation_Button you add a Animation_Object onto the Canvas.

Animations are like any other Object, you can move them arround, Rotate them, Scale them, Duplication them etc.

Like Sprite, you can change the Color of your Animation, simply select the Animation Object and process like if it was a Sprite Object.

A Layer of Animations appears with a Yellow color, this is temporary I will review all the Colors for Layer's types

Animations and Physics

Again the process is the same as for Sprite_Object. Hold CRTL and Click on a Animation_Button to add a Animation_Meshed_Object onto the Canvas. When a Animation_Meshed_Object is selected you can go to the Mesh Tab and change the properties of its Mesh Object. When you build your Scene by clicking on the "Return key" or the "Play Button" the Animation_Meshed_Object becomes a Animation_Solid_Object.

A Layer of Animation_Meshed_Object appears with a Light Blue color, this is a temporary color;

Animation Sequences

An Animation is made of Sequences. Each animation has at least one sequence. If the Animation concerns a character we usally have something like ("idle", "walk", "run", "jump"). If the Animation concerns a simple background object like flowers or animals you simply have one sequence.

When you add an Animation Object onto the canvas, the Animation has it's default sequence selected.  In order to do that, the Engine need to know the name of the default sequence.  For a character the default sequence is the "idle" sequence. But for a none character animation is it called "idle" ? I had three choices : "idle", "default", "The name of the animation". I took the last one.

If you have an Animation called "player" and the following seqences ("idle", "walk", "run", "jump"), the Engine will expect you to name your sequences as followed
("player", "walk", "run", "jump").

If you have a Animation called "flower" whith one sequence, the engine will expect that sequence to be called "flower".

The Sequence Tab

Alongside with the Sprite, Animation and other Tabs, you now have the Sequence Tab. By default this Tab is empty, but when you select an Animation Object, the Sequence Tab shows all the Sequences available for the selected Animation Object.

From this tab you can configure the frame rate of each sequence. the value is in hertz (inverse of second). If you choose of frame rate of "10", it means "1/10 second";

(click to show/hide)


Animation is not Just Animation

You can see a nero::AnimationObject like a nero::SpriteObject that have the power to change is internal Sprite whenever it want. Imagine you have a breakable object in your game. That object will have several state ("healthy", "half break", "break"). This is not a animation, but it can be represented whith a Animation Object.

In order to say to a Animation to stop being a animation, you simply have to tell him to never update itself
animation_object->setUpdateable(false);

After that you have the power to controle the animation manually.
animation_object->setFrame(0) // by default the object is healthy
animation_object->setFrame(1) //the object has been half broken, let go to the second frame
animation_object->setFrame(2) //the object has been complety broken let go to the last frame

that's all for Animation, I will make a post later today in order to present other new features.
Here is a video that shows how Animation looks like

http://www.youtube.com/watch?v=My_IQXcQ1Dw

Title: Re: Nero Game Engine
Post by: Sk Landry on September 18, 2018, 03:37:55 pm
Hi again ! Now the Engine have Animations (see the post above), but that's not all. In this post I will show all the new features I've been working on

Merge Layer

It is now possible to merge two layers. The only condition is that, they have to be of the same type (the same color).
On the Right of the Engine there are two new buttons: "Merge UP" and "Merge Down".
When you merge up by example, the content of the currently selected layer is taken and added to the layer above.

(https://i.pinimg.com/originals/5b/3c/87/5b3c87b7318c8fa5880f7480ab28eb75.png)

The Axis icon

On the bottom left of the Canvas there is now a Icon that shows the direction of the X and Y axis. I saw this in Blender so I thought it would be cool to have one in the Engine  8). The Icon rotate when the Camera rotate. You can hide it if you want, just uncheck the "Axis" check box on the Right of the Engine Interface.

(https://i.pinimg.com/originals/dc/08/33/dc0833412f949568e050f16b724ff60e.png)

Scale preview with Mouse Wheel

When the mouse is over a Sprite_Button or a Animation_Button, you can now scale the preview with the Mouse Wheel. Previously the Divide_Key and Multiply_Key were used, but using the Mouse Wheel is more fun  :).

Mesh Edition, Axe aligned movement

Mesh edition can be tough sometimes. In certain cases you want to move a vertex, only vertically or only horizontally but your mouse just doesn't want to let you do that. Now you don't have to be an expert at moving the mouse to do what you want. I made a little change in the algorithm. When moving a vertex, a line or an entire mesh, if your movement is more vertical than horizontal the Engine will assume that your movement is only vertical.

Example : we have a vertex at (1, 1). we apply a movement of (2, 4). the result should be (1+2, 1+4) = (2, 5).
but now the engine say, abs(4) > abs(2) so lets apply a movement of (0, 4) instead, the movement is nullify on the x Axis.

The Canvas Grid

This feature is still in development. By default the Grid is Hidden, you can make it visible by checking the "Grid" check box on the Right of the Engine.

What I am trying to do here is a "Infinite" Grid. When the Grid is Axe aligned there is no problem to simulate an "Infinite" Grid, you can move the Camera vertically or horizontally as you want, the Grid will adapt itself. But When the Grid is rotated, it becomes difficult to simulate "Infinity".

For now I am just playing with this feature I don't know exactly what it will be.

http://www.youtube.com/watch?v=oUJv06mcuLc

Lua Script

The integration of Lua in the Engine is beginning slowly. Each nero::Scene now have a instance of a  "Lua State" called "L". All the Lua standard libraries are loaded by default. If you have some experience with Lua and C++ you can already begin to call your scripts in your nero::Scene Class.

Github updated

The Github repository (https://github.com/sk-landry/Nero-Game-Engine) have been updated. we are now at the version 0.8.0 . The code is not stable, I will have to review the code to make sure every is right. When it's done I will publish a new version of the SDK with all the new features. If you like the project don't forget to give a start to the project on Github


That's all for now. thank you for reading my posts and see you later.
Title: Re: Nero Game Engine
Post by: Sk Landry on September 27, 2018, 08:57:13 am
The Nero Adventure Scene

Hi everyone, how do you do.

In order to complet the Engine and reach the first version, I needed to work on a concrete Game Scene. So I took the code of my game prototype and begin to update it. I gave up on the name "Kero", it's now call the "Nero Adventure Scene". The artwork I'am using is from the Open Pixel Project (http://www.openpixelproject.com) and the Kenney Asset Store (http://www.kenney.nl).

The Scene will be composed of 5 parts:
   1- A Startup Screen (display when the Render Engine start)
   2- A Game Menu Screen
   3- A Game Scene (the actual game)
   4- A Pause Screen
   5- A Credit Screen (display when you finish the game)

The idea is to cover most of the Engine features. The code develop in this game will be added in the "Nero Game Lib" library.

Here is a first look of the main character

http://www.youtube.com/watch?v=-ezBUcU_hyM
Title: Re: Nero Game Engine
Post by: Sk Landry on November 24, 2018, 11:41:42 am
Hi everyone !. Hope your are doing great.  ;D
I made a lot of progress on the Engine development, I had not enough time to write a post, so there will be a lot to say.

Text Object

New object types have been added in the Engine. Let's begin by the Text Object.

On the left of the Engine Interface, along with the Sprite Tab, there is a new Tab named Text. From this Tab you can create some Text Objects and edit their properties.

Like other object types, a Text_Object can be moved, rotated, scaled, duplicated etc.

When a Text Object is selected you can change its font, its font size (character size), its outline thickness and its style (bold, italic, underline, linethrough).

From the Color_Tab you can change the text color but also the text outline color.

I'm currently using SFML 2.4.1, in the latest versions of SFML, there are two other text properties : Latter Spacing and Line Spacing. I will add those properties when I update SFML.

Write a New Line.

In order to return to the line when writting the text of your Text Object, you must insert a special character. By default it is  the pipe ( | ) character. You can choose the character you want my modifying the configuration file config/engine_config.json. The property is named carriage_return

It's more easy to explain with a video. So here is one.

http://www.youtube.com/watch?v=AQNqCKycXhc


Re-order Object

There are now two buttons allowing to move a Object Up or Down in the current Layer.

(https://i.pinimg.com/originals/3e/a3/76/3ea37664544b04be9e5b7fe4ca4f17eb.png)


Default file/directory generation

In a previous post, I said the Engine need some directories and files to be available in order to work properly. For example we have the resource directory and all its sub directories, the log configuration file, the Sansation font, and some new config files I added recently.

From now on the Engine will generate those files and directories automatically on startup if they do not exist.

There are many configuration files in the config directory, If you made some changes on them and want to revert the changes, just delete them, the engine will bring them back.


The Log View

Bellow the Engine Canvas you got the Log View. It is now possible to log in this area from a nero::Scene. Each nero::Scene now provide a function void log(std::string message) that print its message in the Log view. This function internally call the nero_log(message) function, so the message will be also print in the console.

If you create a new class and want to log from this class to the Log View it's pretty easy. The log function is store in a std::function<void(string)>, you can retrieve it with the nero::Scene function getLog() and give it to your class;

myNewClass.setLog( getLog() );


FrameRate and FrameTime

From a nero::Scene it is now possible to retrieve the FrameRate and FrameTime with float getFrameRate() and float getFrameTime().
The Engine Interface show its own frameRate and frameTime at the Canvas bottom right. The Engine Interface frameRate is not the actual Game frameRate. Since the Engine Interface manage more things, the Game frameRate will be higher.

(https://i.pinimg.com/originals/80/a6/9b/80a69bfc86ec77f9a2881e0445a0e4ff.png)


All nero::Scene Attributes Private

All the attributes in a nero::Scene are now private. Attributes will be accessed by some getters and setters.

It's no longer possible to write :
m_ObjectManager->findObject(name)
Now you will have to write :
getObjectManager()->findObject(name)

The objective is to secure the nero::Scene class. If a variable can be modified there will a setter, if a variable can be accessed there will be getter. This offer a more clean interface.


Last active Scene.

If you are working on several Scenes at the same time, you may switch between Scenes many time. From now on, if you close the Engine and restart it, the Engine will remember the last Scene you were working on, and will select it on Startup.

If the Engine is close properly via the Window close button or the Quit button above the Canvas, the Engine will save all your scenes befor to shutdown.


That's all for this post. There are more changes in the Engine, but those will be for another post. Have a good day !  :)

Title: Re: Nero Game Engine
Post by: Sk Landry on November 27, 2018, 02:15:11 pm
Hi everyone, how are you doing ! Let's continous with the Engine Updates.

Fix Game loop

When playing with my Adventure Scene I notices that the game speed was not stable. Sometime the game accelerate, some time it slow down. The default loop speed is 60 FPS. This is a fixed time, so it surprised me to have that issue. But after inspecting the Engine game loop I saw that the rendering was done in the while loop.

while(timeSinceLastUpdate > TIME_PER_FRAME)
{
    //retrieve 1/60 second in the accumulated time
    timeSinceLastUpdate -= TIME_PER_FRAME;

    //1... handle user inputs
    handleEvent();
    //2... update the game
    update(TIME_PER_FRAME);
    //3... render the game
    render();
}

I put the rendering out of the game loop, now thing work smoothly.

while(timeSinceLastUpdate > TIME_PER_FRAME)
{
    //retrieve 1/60 second in the accumulated time
    timeSinceLastUpdate -= TIME_PER_FRAME;

    //1... handle user inputs
    handleEvent();
    //2... update the game
    update(TIME_PER_FRAME);
}

//3... render the game
render();


The Grid

I now completed the Grid feature. I give up on the idea to build an infinite Grid. Building a grid that update it self when the camera moves is pretty complex and I didn't have time to do it.

The new Grid use a more simple approach. The Grid is made of cells. You can configure the width and the height of cells and choose how many cells you want horizontally and vertically. Finally you can move the entire Grid.

The movement of the Grid is not pixel based. You don't realy move the Grid , it is more accurate to say that you apply an offset to the Grid . Move the Grid is equalent to offset the Grid of one cell. By example if you move the Grid up, the Grid will move of one cell up and the same goes for the other directions.

Also the color of the Grid can be changed from the Color Tab.

Next time I will present the most important new feature that as been added to the Engine : Screens and Screens Stack. The Grid plays an important role for Screens so I needed to present it before.

http://www.youtube.com/watch?v=Gr2NlSX5hQI
Title: Re: Nero Game Engine
Post by: Sk Landry on December 09, 2018, 07:03:16 pm
Hi everyone, how do you do, Hope your are doing great.  :)

Twitter account

I opened a Twitter account some days ago, you can follow me and stay update any time on the Engine development.
Twitter - NeroGameEngine (https://twitter.com/nerogameengine).

Scene Screens

Today we are going to talk Screens. This is a new feature in the Engine, I did not plan it for the first version, but I finally thought it would be cool to have it.

What is a Screen ?

First, let's begin by what most people know : Game States. In a Game we generally have several states like : the game levels (each level being a state), the start menu, the pause menu, the options menu and many more. In order to manage all those states people generally develop a Sates and States_Stack system. In this system you can switch between States by pushing or poping them.

Instead of using a State/States_Stack System, the Nero Game Engine will use two differents systems. the Screen System and the World Chunk System. Those two systems combined will offer more power than a simple State System.

Screens are displayed on top of the Game world. They can be used to build game menu but they can also be used as a UI Panel (window) in a menu.
A World Chunk is a part of the Game World that can be load or destroy dynamically (during the game). Therefore One World chunk can represent a game level, but also, One game level can have any number of World chunks. The ability to load and destroy World Chunks dynamically will allows to build very large level. World Chuncks will be added in the second version of Engine.


Add, Delete and Rename Screens

On the top left of the Engine Interface, just after the Utility_Tab, we now have the Screen_Tab. From this tab, we can see all the available Screens, add new Screens, delete Screens or rename Screens.

Each Scene always has at least one Screen, you can delete any Screens but once it left only one Screen, the delete button will have no effect.

(https://i.pinimg.com/originals/e3/b1/82/e3b182922f1ff4675fd5dc4e9bf13dc5.png)


World View and Screen View

By default the Engine start in the World View. In order to access Screens we need to switch to the Screen View. On the right of the Engine Interface there is a button called Screen View. It's a toggle button, when the button is activated we goes in Screen View, when it's desactivated we come back to the World View.

(https://i.pinimg.com/originals/c0/a9/03/c0a90317b60b9c77d6f0c1e2ebcf4025.png)

The current View mode is also displayed on the bottom right of the canvas.

(https://i.pinimg.com/originals/77/65/c6/7765c6b4b32713065406f565cda6b8ba.png)

Just below the Screen View button there is a list that allows to select a Screen.

(https://i.pinimg.com/564x/1e/60/48/1e60487f881e891b08a04c1ebc5b0848.jpg)


Build Screens

When a Screen is selected we can start building it. Each Screen has its own Canvas color, its own Grid, its own Camera, its own layers. Basically everything you do when a Screen is selected will affect only that Screen. Each Screen maintains its own Undos and Redos

Not all types of Objects can be added to a Screen. There is no Physics in a Screen, Therefore it's not possible to add Mesh_Objects, Meshed_Objects (Sprite with Mesh) and Animation_Meshed_Objects (Animation with Mesh) In Screens.

We can only add Sprite_Objects, Animation_Objects, Text_Objects and Button_Objects.

Button_Object is a new type of Object that can be add on Screens but not in the Game World, I will present it in my next post.

Screen and Grid

In my last post, I said that the Grid was important for Screens, it's time to know why. Screens are rendered on top of the Game World and they are not affected by the Camera movement. Therefore in order to be visible a Screen must be contained in a strict area. Since the Canvas is infinite it's become easy to be lost. This is were the Grid comes, if you plan to render your game in a 800 x 600 resolution or a 1024 x 800 resolution, you will have to configure a Grid of the same resolution with an offset of (0, 0). The Grid will represent the Screen area and everything in the Grid will be displayed.

That's all for this post, there is more on Screens but that will be for the next post. The video shows the different Screens I built for the Adventure Scene.

http://www.youtube.com/watch?v=yvLu3-_Vy5Q
Title: Re: Nero Game Engine
Post by: Sk Landry on December 12, 2018, 11:33:18 pm
Hi everyone! Hope you are doing great.  :)

In this post I will present more stuffs concerning Screens, and review the state of the project.

Screens and Render Engine

While the DevEngine Interface allows to build Screens, the DevEngine is not able to render those Screens. Screens will be rendered only when the Scene is run within the RenderEngine. The reason for that is simply because the Screens are built arround a specific resolution. If you build a Screen with a resolution of 1028 x 800 by example, the Screen will not fit in the DevEngine Canvas.

Push and Drop Screens

The first thing to do when we want to use some Screens is to push them on the Screen_Stack. The methods pushScreen(screen_name) and dropScreen(screen_name) are there to manage the Screen_Stack. The only purpose of the Screen_Stack and those methods is to provide a way to order the rendering of the Screens. Also this allows to use only the Screens you need. You can create 10 Screens from the DevEngine but only push and use 3 of them.

Show and Hide Screens

Push a Screen into the Screen_Stack will not make the Screen visible. Pushing is just a way to order the Screen. Any Screen on the Screen_Stack can be make visible or hidden with the methods showScreen(screen_name) and hideScreen(screen_name).

Hide and Show the Game World

The Screens are rendered on top of the Game World, but if you want to show a Screen but not the World like for a Game Main Menu, it's possible to hide and show the Game World with the methods hideWorld() and showWorld().

Find Objects in a Screen

There are two methods to find Objects in a Screen

Button Object

In addition to the Screen System the Engine now has a little UI Management System. On each Screen it's possible to add some nero::UIObject. Currently the only available UIObject is the ButtonObject.

In order to add a ButtonObject just hold the Shift Key and click on a Sprite_Button. In the DevEngine a Button is simply a Sprite, so you can apply any Sprite transformations on it.

In the future it will be possible to create ButtonObject from Animation and Text. And there will be more UIObject like TooggleButton, CheckBox etc.

A ButtonObject offers three callBacks.

button->setOnMouseEnter( [](){   a lambda function here  });
button->setOnMouseLeave( [](){  a lambda function here  });
button->setOnMouseClick( [](){   a lambda function here   });

By default the opacity (color alpha) of the Buttons change when the mouse comes hover them.

Scenes Util methods

the nero::Scene now offers some cool new methods

//Manage the Scene lifetime
pauseScene()
resumeScene()
resetScene()
quiScene()

//Play with the Canvas Color
getCanvasColor();
getScreenCanvasColor(screen_name)
setCanvasColor(sf_color)

//Manage Logs
log(message, level)
logIf(message, condition, level)
std_function getLog();
std_funtion getLogIf();

//Others
isRenderEngine() //Is the Scene running from the DevEngine or the RenderEngine
isScenePause() //Is the Scene in pause state

What Next ?

I updated the Adventure Scene with some Screens. In the following video you can see the Custom Loading Screen of the Scene, and its different Menus. We are now close to the Engine First Version, but the most important thing remains to be done : Build an actual game.

Now that I have the skeleton of the Adventure Scene set up, It's time to comes up with a Game Play. I think it will be the coolest part of the project  8).

http://www.youtube.com/watch?v=HSnR_NJk7qk
Title: Re: Nero Game Engine
Post by: Sk Landry on December 29, 2018, 11:12:30 am
Engine Update

Hi everyone, how do you do.
Last week I was about to continue working on the Adventure Scene, but something stoped me. I felt that the Engine was missing some key features. So I went to add some features that wasn't in the schedule.

The Scene Renderer

It is now possible to see the final result of your game without leaving the DevEngine. The Engine now has a feature call the Scene Renderer. The Renderer simulates the behavior of the RenderEngine from within the DevEngine.

How to start the Renderer ?
Above the Canvas, along with the buttons Play, Pause etc, there is now a button called Render. Click on this button will launch the Scene Renderer.

Window resolution
From your nero::Scene you can now set the resolution of your game with the method below. This resolution indicates the size of the Window used by the Scene Renderer.
setResolution(1024.f, 600.f);

http://www.youtube.com/watch?v=YIPp3p59t4Q


The Color Picker

The last week I tried ImGUI for the first time, and I was like : ooooooooooooh, waaaaah !!!, this is too too powerfull !!. So I quickly start to learn how it works and decided to integrate its Color Picker in the Engine.

Yeah, now there is a Color Picker  8) . By default the Color Picker is Hidden, but when you go to the Color_Tab it appears automatically.

http://www.youtube.com/watch?v=ofQpwYAZlnY


CodeBlocks Integration

Since the Engine uses CodeBlocks, I thought it would be great if CodeBlocks could generate a sample project for the Engine. So I went to learn the CodeBlocks scripting API, and I created a script that generates a Nero Game Project. Just for info Codeblocks calls that a Wizard, and it uses the Squirrel scripting language.

In the video below you can see the Nero Game Project Wizard in action. There are three types of samples you can generate. The coolest one is called Full Project. When you choose that, you can indicate a Namespace, some Class Names and CodeBlocks will create a complet project to start with.

http://www.youtube.com/watch?v=gvjSmse6y5U


Release of Version 0.9.0

In two or three weeks I will release a new version of the SDK, it will contains all the updates since the last one (version 0.7.1). The Adventure Scene will be included as an example.

That's all for this post. I think it will be my last post for 2018. So see you in 2019. Have a good day  :)
Title: Re: Nero Game Engine
Post by: Sk Landry on January 21, 2019, 11:25:36 am
Nero Game Engine 0.9.0 Released

Hi ! everyone. How do you do. I'm happy to announce the release of the  Engine SDK version 0.9.0

You can download it from the website www.nero-game.com (http://nero-game.com/)

I tried to upload it several times, my internet connection failed me. But it succeed in the end  ;D.

The Website is still in construction I will work on it on the upcomming weeks and months


Test Scene : The Adventure Scene

In the package there is  a Project called Adventure Scene you can use it as a reference. It's a simple game where you have to collect some coins and some stars.
If you've already tried the version 0.7.1 there are many changes. I have commented the code, so it should be easy to understand what is going on.

Tutorials

In the upcomming weeks I will write some new tutorials. I will upload them on the website in a structured manner.

Nero Game Engine version 1.0

The version 1.0 is comming soon. There are basically three things to be done before to reach that release

   1- Add some game related features (camera shaking, bullet firing and maybe more)
   2- Build a complet game that will serve as a Demo
   3- Run a complet test of the Engine. Track bugs and solve everything that can besolved

That's all, hope you'll enjoy the new SDK. Have a good day  :D
Title: Re: Nero Game Engine
Post by: Sk Landry on February 10, 2019, 03:13:11 pm
Engine Update

Hi everyone, how do you do ! here is an Engine update  :).

Bug fix 1 : Duplicate collisions

If you've tried the Adventure Scene, you might have encountered a bug when collecting coins. Some coins can be collected more than once. That's because when a Physic_Object is removed by the Object_Manager, the Physic_Object is not destroyed directly, instead it is marked as dead and removed only when the Engine thinks the time is right. Now there is a control that prevent dead objects to generate a collision.

Bug fix 2 : Crash at Scene Renderer exit

The Scene Renderer crashes sometime when you exit it. This was due to the way resources are shared between the DevEngine and the Renderer. Now the resources shared as been reduced to the strict minimum and the Renderer will run on its own thread.

Bug fix 3 : Player flickering in Scene Renderer

There was a kind of flickering on the player when it moves in the Scene Renderer. It seems the Engine has some trouble rendering the DevEngine and the Renderer at the same time. Now when the Renderer is launched the DevEngine will stop its rendering (only a gray screen will be visible). The DevEngine rendering will come back automatically when the Renderer is closed. With that change the Scene Renderer now performs with the same quality as the nero::RenderEngine.

Download the Update.

You can download the update with the link below. The download contains a folder named Library. Just copy this folder into your current SDK folder and replace all files. The files that will be replaced are the following

   Library/lib/libnero.dll.a
   Library/bin/libnero.dll
   Library/include/Nero/[all files]

Download Engine Update 0.9.01 (http://nero-game.com/resource/Nero_Engine_Update_v0.9.01.rar)
Title: Re: Nero Game Engine
Post by: Sk Landry on February 23, 2019, 03:49:54 pm
Hi everyone, hope you are doing great ! :)

Engine Update

Bug fix : Physic Objects Center of Mass

In the current version of the Engine, Physic Objects (Box2D bodies) don't have their center of mass at the right place. The bug exists since the early versions of the Engine. I did not bother to solve it until now. It's a good thing to have this bug solved because now it's more easy to play with Box2D Joints.

Physic Objects new methods

With the center of mass bug fixed, it's now possible to retrieve the size and the bounds (AABB) of a Physic Object.

vector2f size = physic_object->getSize();
sf::FloatRect bound = physic_object->getGlobalBounds();

Physic Objects Joints

Here is a feature I did not plan to add in the first version, but after I solved the center of mass bug, I said why not ?  ;D

11 Joint Types have been integrated in the Engine API

01- Distance Joint
02- Friction Joint
03- Gear Joint
04- Motor Joint
05- Mouse Joint
06- Prismatic Joint
07- Pulley Joint
08- Revolute Joint
09- Rope Joint
10- Weld Joint
11- Wheel Joint


Create Joints is pretty easy. For each Joint you have a JointProperty object that describes the Joint parameters. The code below shows how to create a Distance Joint between two Objects.

//Retrieve Objects (Physic_Object, Solid_Object or Aniamtion_Solid_Object)
auto object_A = getObjectManager()->findObject("object_a");
auto object_B = getObjectManager()->findObject("object_b");

//Create a Distance Joint
nero::DistanceJointProperty property;
getObjectManager()->createJoint(object_A, object_B, property);

Most of the parameters in a JointProperty depends on of the Joint Type. But all JointProperty has a parameter for the Joint Name.

nero::DistanceJointProperty property;
property.name = "distance_joint_01";

Find Joints

A Joint can be found using its name. The find method return a generic nero::PhysicJoint object. For each Joint Type you have a static Cast() method.

nero::PhysicJoint::Ptr my_joint = getObjectManager()->findJoint("distance_joint_01");

nero::DistanceJoint::Ptr distance_joint = nero::DistanceJoint::Cast(my_joint);

Remove Joints

A Joint can be removed using its name. If the deletion succeed the ObjectManager will return true.

bool removed = getObjectManager()->removeJoint("distance_joint_01");


Release of Version 1.0.0

Seems the time to wrap up the Project and deliver a first version has come. The version 1.0.0 will be released on April the first. Until that I will fix all bugs I can found. Most important I'll need to resit to the desire of adding new features  :o :o :o.

Website and Tutorials

I don't have much time to work on the Engine and the Website now. So I'll focus on the Engine and begin to work on the website after the first version is released.



That's all, have a good day ! 8)

Title: Re: Nero Game Engine
Post by: Sk Landry on April 01, 2019, 11:07:49 pm
Hi everyone, hope you are doing great  ;D

Nero Game Engine 1.0 released

The Engine first version is now released. The SDK can be downloaded on the Engine Website (https://www.nero-game.com/). It was fun to develop the Engine. There are many features that was planned that did not make their way into the first version, But there are also other that was not planned that endup in the first version. I guess  it's how projects work  :)


Website & Tutorials

From now on, I will focus on building the Website, I plan to do some videos tutorial and maybe write some articles on game development.


Nero Game Engine 2.0

Developing the Engine was pretty cool, so I plan to continue with a second version more powerfull. The second version will focus on three things

   1- Cross platform with focus on Androind, IOS and Nintendo Switch (or its successor);
   2- Introduction of Lua as scripting lauguage
   3- A more powerfull Editor and more features in a Scene

Title: Re: Nero Game Engine
Post by: Sk Landry on April 21, 2019, 01:05:17 pm
Hi everyone how do you do ! :)

Engine Update 1.0.1

The Update can be donwloaded from the Website Tools Page (https://www.nero-game.com/tools)

The installation is pretty easy. Just copy the content of the Update Folder into The Engine SDK Folder and choose yes when asked to overwrite the files.

**Important : The Update contains a file called Release. This file describes all the changes, please read this file before to install the Update.

This update is mainly a bug fix

When you render a Scene from the Dev_Engine using the [Render_Button] on top of the Canvas, a new Window opens up with a certain size. This size is specified in your Scene with the code below

void MyScene:init()
{
  //set the Scene Renderer Window Resolution
  setResolution( width, height );
}

The problem ? it does not work   :o  :P

The Update removes the two methods

//Methods removed.
setResolution( width, height );
getResolution();

The Scene Renderer window Resolution is now manage by a new method

sf::Vector2f MyScene::getSceneResolution()
{
  //return the resolution size you want
  return sf::Vector2f( width, height );
}

void MyScene:init()
{
  //nothing to put here. the configuration of the resolution is no longer done in the init() method
}


Engine API Documentation

The Doxygen documentation is now availabled on the Website Documentation Page (https://www.nero-game.com/documentation).
This page is accessible via The Dev_Engine using the button [ Engine API ] on the left.


Nero Game Engine 2.0 Github Branch

A new branch as been created on Github for the Engine second version (https://github.com/sk-landry/nero-game-engine/tree/nero_game_v2). While the development of the second version is not a priority now, its design has already begun. You can stay updated to the progress by checking this branch from time to time.
Title: Re: Nero Game Engine
Post by: Sk Landry on July 23, 2019, 03:13:01 pm
Hello everyone !  :)

Engine Update 1.0.2

The Update can be downloaded from the Website Tools Page (https://www.nero-game.com/tools)

To install, copy the content of the Update Folder into The Engine SDK Folder and overwrite the current files.

The update replaces the files Library/bin/libnero.dll and Library/lib/libnero.dll.a

List of changes
Title: Re: Nero Game Engine
Post by: Sk Landry on September 14, 2019, 06:51:36 pm
Project Status

Hi everyone ! How do you do. :)
I've been silent for the last few months, I've been really busy. I recently moved to Montréal in order to complete a degree. this took off all my free time. The good thing with that is that I will be following a class on Video Game AI. The class is offered by people from Ubisoft. It's my chance to learn Unreal Engine and Video Game AI.

Nero Game Engine 2

I've made some progress on the Engine new Interface. Here are a few screenshots. The Interface is at a very early stage, but it will evolve quickly.

(https://i.pinimg.com/originals/37/1b/75/371b75de5a14e5d8670119a94723845c.png)
(https://i.pinimg.com/originals/c4/09/a4/c409a44ef4177b2d0031ce550eb5618c.png)
(https://i.pinimg.com/originals/79/05/4b/79054bf9f2c6003aa98b255d2a2fec2c.png)


Engine Forum

The Engine Forum is now open. It's a great place if you want to discuss a particular feature or if you have an issue with the Engine.

[Important]
The default registration link available on the Forum page will not work. I've received many spams since the Forum has been online. Since I don't have a lot of time to manage the Forum and remove spammers, a Registration Form as been made availabled on the Website [link here] (https://nero-game.com/forum-registration/).

(https://i.pinimg.com/originals/c6/74/ed/c674ed42ce8f2f895fd55f30159d3eb5.png)


What will I be working on now ?

I will be working on the Nero Game Engine 2. In my next post, I will probably be talking about the Nero Game Engine 2 key Concepts and its new Resource Manager.
I had planned to make Video Tutorials on Youtube, but that will have to wait the next summer, I don't have a lot of time to record and edit videos and I need to focus on my studies.

That's all for this post, have a good day!  8) 8)
Title: Re: Nero Game Engine
Post by: Sk Landry on October 19, 2019, 09:22:11 pm
Nero Game Engine 2 : Engine Update

Hi everyone, how do you do ? Today I am happy to announce that I started working on a regular basis on the Nero Game Engine 2. In this first update post, I will present the scope of the project and some new features.

The Project

The objective of the project is to build a Professional 2D Game Engine based on SFML. The first release of this new Game Engine will provide the possibility to deploy your Games on Windows, Android, and Steam. The Engine will try to consume all the SFML API and go further. It's a pretty big project, but things will be done one step at a time, little by little. As you already know, a major difference with the first Nero Game Engine will be the new Interface.

(https://i.pinimg.com/originals/58/bc/f9/58bcf96d9fd9b9ecb4c3fccd25ffbfef.png)

A New Approach to C++ Project

Unlike the first version of the Engine, the Nero Game Engine 2 will be available as an Editor like Unreal Engine or Unity. On Windows, you will just have to download and install the Engine like any other software. With this Engine you will be able to choose between three types of projects depending on your skill with each language : C++ only Project, Lua only Project, and C++ & Lua Project.

Here is a question : How do you build your game in C++ if the Engine comes as an Editor? The answer : Shared Library.

With the New Engine, It is now possible to create and compile your C++ Project from the Engine Editor as Unreal Engine does. Each C++ Project is compiled as a Shared Library that is then loaded at runtime.


Choose your Code Editor

The Engine does not have an built-in Code Editor, so you will need an external one. The Engine will support two Editor at launch. Qt Creator and Visual Studio
Right now the Engine is being developed with Qt Creator, so it will be the default Code Editor. The External Code Editor you choose will be seamlessly integrated into the Engine. That means you will be able to open the Code Editor from the Engine Editor.


Let's see the new Engine at work

Create a C++ Project

In the video below, I launch the Engine Editor, after a nice Loading Screen, the Engine new Interface appeared. I then proceed to create a new Workspace called "My Workspace" on my Desktop. I will talk about workspaces in a later post. When the workspace is ready I create a new C++ Project (CPP Project) called "My First Project" in that workspace. When I click on the button "Create", the Engine Generates my project files and Compiles them.

Open my Project

When the compilation is completed the Engine asks me if I want to open the Project, I click on "Open Project", the Qt Creator Code Editor is automatically launched. Since it is the first time I open the project with Qt, it asks me to choose a Kit or Import a build.

Import my Build

The Engine already compiled the project, so you just have to import the build generated during the compilation. Qt creator detects automatically the build done by the Engine, In order to import it, I select " Imported Kit - temporary" then I select  "Build (my/desktop/path/My Workspace/my_first_project/Build)",  Then I click on configure project.

Start coding

Like in the first version of the Engine, the base Class of your game is the nero::Scene Class. The Engine generates a Scene class base on the name of your project In this case "MyFirstProjectScene";
I go to the render() method, I draw a simple SFML Circle and compile the project. I can compile the project from Qt Creator or the Engine Editor. When compiling from the Engine Editor there is a little Orange and White box on the bottom right indicating the status of the build. When the build is completed I reload the code.

http://www.youtube.com/watch?v=bZYFphPuRBY

What Next?

In my next post, I will talk about Workspaces and Project directory Structure. Also, I will present the Engine new Resource Browser and Resource Manager features. until then have a good day.
Title: Re: Nero Game Engine
Post by: Sk Landry on December 03, 2019, 07:46:25 pm
Nero Game Engine 2 : Engine Update

Hi everyone, how do you do?  ;D I have been working on the Engine over the last couple of weeks, I made a lot of progress.

Coding with Visual Studio

Visual Studio is now integrated into the Engine, When you create a new Project, you can choose between Visual Studio and Qt creator for the Code Editor. You can compile the code from Visual Studio or the Engine Editor seamlessly.

http://www.youtube.com/watch?v=LkdOYuehylY


Playing with the new Canvas

I begin transferring the features of the Nero Game Engine 1 to the new Engine and it works perfectly.

http://www.youtube.com/watch?v=jjc6VaoEsLc


Designing the new Scene API

I am currently designing the new Scene API, with the Nero Game Engine 2, I introduce the notion of Game Level, World Chunk, and Scene Factory.
To put things simply, a Game is made of a unique Game World that is divided into Game Levels, each Game Level will be divided into several World Chunks. World chunks are small parts of the World that can be loaded or unloaded during Play Time.
The Scene Factory will be a new feature that allows you to create Game Objects at Play Time. Those Game Objects can them be spawned into the World.

The main challenge with this new API will be on Resource Management. When World chunks are loaded or unloaded the Engine will have to automatically load or unload resources from memory. I am currently thinking of a way to keep track of used and unused resources.

That's all
There are more new features to present, but that will be for another post. have a good day  8) 8)
Title: Re: Nero Game Engine
Post by: Nexus on December 18, 2019, 09:08:44 pm
I haven't checked this thread for quite a while, but looking at the videos, it seems like you've made quite a bit of progress!

The focus is probably still platform / jump'n'run games? It definitely makes sense to keep the scope not too broad, as building flexible engines can be a massive endeavour ;) also nice to see that you thought about compiler integration.
Title: Re: Nero Game Engine
Post by: Sk Landry on December 21, 2019, 03:12:14 am
I plan to diversify the game genres the Engine is able to handle. What I have in mind is

I have been playing with Unreal Engine and Unity lately, I took ideas from them and begin designing a new game development API for the Engine. the new API will make the Engine flexible on the type of game it can handle.

For now I'm focusing more on the Engine core, I believe if I get it right, adding more genre-specific features in the future will be pretty easy.
Title: Re: Nero Game Engine
Post by: Sk Landry on December 28, 2019, 02:08:50 am
Nero Game Engine 2 : Engine Update

Hi everyone how do you do?  ;D

Playing With Light

I have integrated Let There Be Light into the Engine. For now, it is a partial integration. It's possible to add Point Lights into the Game World and Static Physic Objects act as Light Blocker;

http://www.youtube.com/watch?v=j6DbdY4rg-4


CPU Profiling

The Engine now has a CPU Profiler integrated, the one I've chosen is Easy Profiler(https://github.com/yse/easy_profiler). It is very simple to use and can become very useful if you decide to build a pretty large Game.     

http://www.youtube.com/watch?v=JsdsA00efIo


What's Next ?

The next release of the Engine will be the Nero Game Engine 2 (version 1.1.0). It will be available somewhere during this next summer. Up until now, I was mostly experimenting with new features for the Engine. The code is currently a big mess  :o :o. Now that I feel I know what am doing, I have decided on the new features that will be on the next release. The release will focus on the Engine new Interface,  a New Scene API, and the Deployment of Games on Android. I had planned some features like Lua Scpriting, Shaders, Particle System, but that will be for the version 1.2.0.

Back to the Website

Now that I am confident with the development of the New Engine, It is time to return to work on the Engine Website (https://nero-game.com). I will continue the tutorial for the Nero Game Engine 1 and maybe write some random articles on game programming.

Until next time, have a good day  :D!