Imperial Game Engine SDK 2.7.7 released

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Re: Imperial GDK (December 2015 commit preview demo)

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From project of IE community:

[youtube]q_Fn_vfnxLw[/youtube]
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Re: Imperial GDK (December 2015 commit preview demo)

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Postby Thyrion » Mon Dec 14, 2015 7:34 pm

what is your target audience?
1) we sell licenses for small gamedevelopers (posibly indie) teams.
2) Make his own collection of games.
3) But possible make AAA clas games. (sell to ex-members of konami, or others gamedevs).
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Re: Imperial GDK(january 2016 commit)

Post by Kohedlo »

Ready to download. january 2016 GDK version (without full sources +1,5 gb) http://kohedlostudio.forum2x2.ru/t193-j ... o-download

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big features:

- released AniTE timeline AAA game class cut-0scene chinemathic renderer and this editor.

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Re: Imperial GDK(january 2016 commit)

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Postby Thyrion » Mon Dec 14, 2015 7:34 pm

what is your target audience?
ok. ie can make accesible sourced, but not open sourced or not free.

From February 2016

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Re: Imperial GDK(january 2016 commit)

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Released "accessible source" February 2016

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http://kohedlostudio.forum2x2.ru/t204-f ... leased#301
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Re: Imperial GDK(15 february 2016 commit, + source SDK)

Post by Kohedlo »

15 februarry commit + sources.

[youtube]MY8ReUouYcU[/youtube]


http://kohedlostudio.forum2x2.ru/t212-s ... t-released
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Re: Imperial GDK(15 february 2016 commit, + source SDK)

Post by spacegaier »

For your videos it would be beneficial to have some sort of camera movement smoothing. Would make for a more "cinematic" feel.
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Re: Imperial GDK(15 february 2016 commit, + source SDK)

Post by Kohedlo »

ok. this only beggining. This is, becose LINEAR interpolation. Latter we add another types, with bezier curve smoothing.
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Re: Imperial GDK(15 february 2016 commit, + source SDK)

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some indie wip.

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Re: Imperial GDK(1st march 2016 commit, + source SDK)

Post by Kohedlo »

First half of March 2016 commit.

- ported fadeinout
- fixed setVector3Value.ifn increment funcs.
- added flag support for actor searching in impeerial-script.

- added complete get, set imperial-script flow node list for IModel actor(added 61 flow functions).
For complete access and control throught script.
Goal is make all IE accesible and controlable throught imperial-script.

(like: SetRenderingDistance. SetFreeze x physics.
GetIsPhysicsIsStatic).
In result script must contain 5000-10000 functions.

- added flow animation node function- setTimePosition
- added impulce speed preference for OnKey.ifn imperial-script node.
- fixed sound-actor uniniciated playing when was updated actor function.
- fixed actor flags support on all maps and on submaps.
- optimised anite draw speed of timeline speed.


- added new timeline tracks: ParticlePlayer, FadeINOUT, ActorVisiblity.
- added 58 new imperial script preferences for ILight actor.
- added 150 funcs for all others actors in imprial-script.

http://kohedlostudio.forum2x2.ru/t227-f ... t-released

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Original v.2
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Re: Imperial GDK(15st march 2016 commit, + source SDK)

Post by Kohedlo »

15 march commit.
added mini IGE build. 171 mb.

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page: http://kohedlostudio.forum2x2.ru/t234-1 ... leased#341

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Re: Imperial GDK(15st march 2016 commit, + source SDK)

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Re: Imperial GDK(1st april 2016 commit)

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1st april update.

http://kohedlostudio.forum2x2.ru/t243-1 ... 6-released

Today we finish minor optimisation of anite renderer, and this shows great results. From this IE can make BLOCKBUSTERS, cut-scenes, multi seasones of machinima and dynamic interactive-game-films.


Currently timeline have 1000+ basic functions- tracks.

Our next goals:

- MAKE CHINEMATHIC TAILER FOR GDC 2017.
- add 9000 new timeline functions. Make complete GET/SET access by timeline or imperial-script.



p/s: let be great summer. and for who have make machinema on Imperial Game Engine.

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Re: Imperial GDK(15st april 2016 commit)

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Re: Imperial GDK(1st april 2016 commit)

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there is monster idea, rewrite half millione strokes of code and ADD OGRE 1.9 as second renderer to first OGRE 2.X
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Re: Imperial GDK(1st may 2016 commit)

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Re: Imperial GDK(1st may 2016 commit)

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Re: Imperial GDK(15st may 2016 commit)

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Re: Imperial Game Engine (STABLE 1st june 2016 commit, preBe

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PerYears update, STATUS: STABLE, pre-Betta.

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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

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Now IE have "double ogre" old and new.
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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

Post by Kohedlo »

Some machinema.

[youtube]A5sBev-3oAw[/youtube]
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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

Post by xrgo »

looking really really good! you used photometry/scanned scenography? it must be lots of polys because fps are really low =(
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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

Post by Kohedlo »

yes it is scans. nonoptimised.

at end best simplify geometry to best count of polys.

need make frame rooftop, and set maximal polys count that go in to camera.

frames low throught: 1) nonoptimzation pre-betta (optimization in CR), and 2) videocatching programm that make video about 10 fps per second.
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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

Post by Kohedlo »

demo in progress: added imaterial demo-tutorial scene.

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