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SFML projects / Re: Nero Game Engine
« on: May 06, 2023, 10:14:27 pm »
Super Update Series - Part III : Game Objects
Hello, how do you do !?
Wanted to make this update sooner, but the Engine had a big frame rate issue, couldn't render physics, lighting and record I at the same time . I had to improve the physics simulation and modify LTBL (Let There Be Light) a little bit.
Game Objects
The Engine currently provides seven (7) Game Objects in its World Builder Mode. Using these 7 game objects, you can build an awesome game level.
The Engine provides four types of Mesh (Polygon, Circle, Line, Chain). Chains are created out of Lines by adding more vertices. When removing vertices from a Chain, the Chain will become a Line if only two vertices remain.
When playing your game level, a PhysicsMesh will become a Physics object.
Sprite and PhysicsSprite
Adding Sprite Objects is pretty easy, you just have to click on a Sprite in the resource browser window.
To add a PhysicsSprite you have to hold CRTL and click on a Sprite. By default, a PhysicsSprite will come with a Polygon Mesh. To change the Mesh Shape, Right Select the PhysicsSprite and click the mesh shape you want (Polygon, Circle, Line) in the resource browser window.
When playing your game level, a PhysicsSprite will become a SolidSprite object.
Animation and PhysicsAnimation
Animations work the same way as Sprite, click on an Animation in the resource browser window to add an Animation and CTRL click on an Animation to add a PhysicsAnimation.
When playing your game level, a PhysicsAnimation will become a SolidAnimation object.
Text Object
In order to add a Text Object, simply click on the desire font in the resource browser window. If you want to change the font later, simply Right Select the Text Object and click on a different font in the resource browser window.
LightProb
In order to add a LightProb Object, simply click on a lightmap in the resource browser window. A LightProb is made of two parts
Video Demo
What's Next
We still have a lot to cover in this Super Update Series, Next time will talk about the improvement made on the Engine Editor Compilation System.
That's all have a good day
Hello, how do you do !?
Wanted to make this update sooner, but the Engine had a big frame rate issue, couldn't render physics, lighting and record I at the same time . I had to improve the physics simulation and modify LTBL (Let There Be Light) a little bit.
Game Objects
The Engine currently provides seven (7) Game Objects in its World Builder Mode. Using these 7 game objects, you can build an awesome game level.
- PhysicsMesh
- Sprite
- PhysicsSprite
- Animation
- PhysicsAnimation
- Text
- LightProb
- PhysicsMesh -> PhysicsObject
- PhysicsSprite -> SolidSprite
- PhysicsAnimation -> SolidAnimation
- LightProb -> LightObject
The Engine provides four types of Mesh (Polygon, Circle, Line, Chain). Chains are created out of Lines by adding more vertices. When removing vertices from a Chain, the Chain will become a Line if only two vertices remain.
When playing your game level, a PhysicsMesh will become a Physics object.
Sprite and PhysicsSprite
Adding Sprite Objects is pretty easy, you just have to click on a Sprite in the resource browser window.
To add a PhysicsSprite you have to hold CRTL and click on a Sprite. By default, a PhysicsSprite will come with a Polygon Mesh. To change the Mesh Shape, Right Select the PhysicsSprite and click the mesh shape you want (Polygon, Circle, Line) in the resource browser window.
When playing your game level, a PhysicsSprite will become a SolidSprite object.
Animation and PhysicsAnimation
Animations work the same way as Sprite, click on an Animation in the resource browser window to add an Animation and CTRL click on an Animation to add a PhysicsAnimation.
When playing your game level, a PhysicsAnimation will become a SolidAnimation object.
Text Object
In order to add a Text Object, simply click on the desire font in the resource browser window. If you want to change the font later, simply Right Select the Text Object and click on a different font in the resource browser window.
LightProb
In order to add a LightProb Object, simply click on a lightmap in the resource browser window. A LightProb is made of two parts
- A Light Icon : Represented as a yellow light bubble when the light enabled (On) and a red light bubble when the light is disabled (Off)
- A Light Ring : The color of the light ring represents the color of light, by default the ring is white because the default light color is white. The size of the ring updates when changing the scale of the light map used
Video Demo
What's Next
We still have a lot to cover in this Super Update Series, Next time will talk about the improvement made on the Engine Editor Compilation System.
That's all have a good day