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Author Topic: Nero Game Engine  (Read 50636 times)

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Sk Landry

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Re: Nero Game Engine
« Reply #90 on: January 30, 2021, 09:32:31 pm »
Nero Game Engine SDK v1.0.6 Released

Hi everyone ! How do you do ?  ;D Happy new year  ;D ;D

The Engine SDK v1.0.6 has been released, you can download it here. I made a few bugs fixes and some improvement

Here are the major changes

1- No more Default_Scene
The Engine/Editor will not create a Default Scene if you add at least one Scene

2- nero::Editor alias
The nero::DevEngine can now be referred as nero::Editor by including the header <Nero/engine/Editor.h>. It's just an alias, both classes are exactly the same.
#include <Nero/engine/Editor.h>

int main()
{    
    nero::Editor editor(1305);
    editor.run();

    return 0;
}

3- Linking Glew in the SDK
The SDK now comes with Glew autommtically linked. This allows you to create OpenGL projects without any configuration. If you want to learn OpenGL you can use the Engine SDK to do so.

4- New Info Tab
On the Editor left, along with the tabs Sprite, Animation, etc. there is a new tab called Info that shows the transform of a selected Object



5- Bug : Engine modes and Screen View
In Screen View, switching between the Editor modes (Object, Mesh, Play) was making the Editor crash. To fix that, I added the following rules
- Rule 1 : Activating the Screen View (pressing on Screen_View Button) is only possible when the Editor is in Object Mode.
- Rule 2 : When in Screen View it becomes impossible to change the Editor Mode. Pressing the Spacebar will have no effect. Checking the Checkboxes will be impossible (nothing happens if pressed  :P)

Here is the full Releases Notes
Release 1.0.6 [Engine Update]

- [Bug Fix]
        - fix crash when changing mode (object to mesh) in screen_view
        - fix switching to play_mode with ctrl + spacebar not working
        - fix random bomb spawn position does not follow camera
- [Enhancement]
        - remove editor default_scene when a scene is added
        - add alias nero::Editor for nero::DevEngine
        - add editor render_window icon
        - link Glew in SDK to allow the creation of openGL projects
        - add new finders in nero::ObjectManager (find [Text, Animation, SolidAnimation])
        - add InfoTab (display selected object transforms)
        - prevent mode switching in screen_view
        - screen_view activation only work in object_mode
        - add doxygen documentation generation in CMakelists.txt
        - add Doxygen and Graphviz (dot) binaries in SDK
 
« Last Edit: March 17, 2021, 04:42:37 am by Sk Landry »

Sk Landry

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Re: Nero Game Engine
« Reply #91 on: March 13, 2021, 07:35:42 pm »
Build a Multiplayer Game Server for the Engine

Yes, it's decided, the Nero Game Engine 2 will support online multiplayer games at launch 8). I've spent the last couple of weeks doing researches on how to create multiplayer games. I found this GitHub repo https://github.com/MFatihMAR/Game-Networking-Resources, super awesome, it contains many articles on how popular games like Doom and Quake multiplayer work. I also discovered Glenn Fiedler, a guy who worked on multiple video game network modules (like God of War ). His website https://gafferongames.com/ has lots of cool articles and he has also created his own multiplayer library called Yojimbo.

The difficult part

Since the Engine uses Box2D for physics, the most difficult issue will be to sync all clients with the server so they can have the same exact physic simulation. In a series of articles, https://gafferongames.com/post/introduction_to_networked_physics/ Glenn Fiedler presents three techniques. 

  • Deterministic Lockstep
  • Snapshot Interpolation (with Linear or Hermite Interpolation and Snapshot Compression)
  • State Synchronization

What I decided for now
  • Architecture: client/server with authoritative or semi-authoritative server
  • Number of players: 4 players. (MMORPG won't be for now, but you never know  :D)
  • Sync Technique: State Synchronization

Choosing a library

I found multiple C++ libraries specialized in multiplayer gaming, the three that attract me the most are the following in order of preference. I will evaluate them and choose one.
  • GameNetworkingSockets from Valve
  • Yojimbo from  Glenn Fiedler
  • ENet

If any of you has experience with multiplayer programming let me know any advice is welcome  :D
« Last Edit: March 13, 2021, 10:46:26 pm by Sk Landry »

Sk Landry

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Re: Nero Game Engine
« Reply #92 on: March 16, 2021, 08:22:53 am »
Changing the Engine website name

The Engine website will be down for a few moments, I'm changing the domain name from https://nero-game.com to https://nero-games.com. Just added an "s" at the end  :D

The old domain https://nero-game.com is still available and will redirect automatically to the new one.

Sk Landry

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Re: Nero Game Engine
« Reply #93 on: March 16, 2021, 05:15:20 pm »
Update 1 : Changing the Engine website name

The website is now running on the new domain name https://nero-games.com.

There are many broken links, they will be fixed during the next 24h. I'll do another update to inform you

The old domain name will remain active for a year or two before it gets discarded.

Sk Landry

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Re: Nero Game Engine
« Reply #94 on: March 17, 2021, 11:46:19 pm »
Update 2 : Changing the Engine website name

All broken links should be fixed now :).

I added an additional domain name for fun, you can access the website at https://nerogameengine.com

Sk Landry

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Re: Nero Game Engine
« Reply #95 on: June 12, 2021, 06:45:14 pm »
Project Update

Hi, how do you do :), the summer is here, I'm back working on the engine regularly.

Latest Progess

Below you can see an overview of the Engine Editor Architecture. I'm currently working on the following : Level Builder, Screen Builder and Startup Screen Builder. The goal is to transfer and improve the features of the Engine v1 to the new engine and make a release in about two months.

I work directly on GitHub now, the latest code is on the branch engine/v2.



Coding Level

The Engine will offer three (3) levels of coding.
  • The first level is your Scene class (like in the Engine first version).
  • The second level is your Levels and Screens classes. Each time you create a new level or screen a new class will be created
  • The third level is a Game Script. A game script can be created and attached to any object like a component. Several Game scripts can be added to the same Game Object





What's next

In my next post, I'll present in detail the Engine Game Level and Game Level Builder features. Have a good day.