Imperial Game Engine SDK 2.7.7 released

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Re: Imperial GDK (December 2015 commit preview demo)

Post by Kohedlo » Fri Dec 25, 2015 8:51 pm

From project of IE community:

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

Post by Kohedlo » Fri Dec 25, 2015 8:54 pm

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 » Thu Dec 31, 2015 10:23 pm

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.

[youtube]q_Fn_vfnxLw[/youtube]
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Re: Imperial GDK(january 2016 commit)

Post by Kohedlo » Thu Jan 21, 2016 4:38 pm

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

[youtube]5PU3Sm_cXzc[/youtube]
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Re: Imperial GDK(january 2016 commit)

Post by Kohedlo » Thu Jan 28, 2016 3:54 pm

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 » Fri Feb 19, 2016 5:58 am

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 » Fri Feb 19, 2016 8:39 am

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 » Sat Feb 20, 2016 5:34 am

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)

Post by Kohedlo » Thu Feb 25, 2016 3:13 am

some indie wip.

[youtube]90k2eynkuoo[/youtube]
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Re: Imperial GDK(1st march 2016 commit, + source SDK)

Post by Kohedlo » Mon Feb 29, 2016 1:16 pm

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 » Thu Mar 17, 2016 4:43 pm

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

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

[youtube]F18hgDxEbIw[/youtube]
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Re: Imperial GDK(15st march 2016 commit, + source SDK)

Post by Kohedlo » Fri Mar 18, 2016 12:42 am

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Re: Imperial GDK(1st april 2016 commit)

Post by Kohedlo » Sun Apr 03, 2016 11:49 am

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)

Post by Kohedlo » Sat Apr 16, 2016 7:29 pm

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Re: Imperial GDK(1st april 2016 commit)

Post by Kohedlo » Thu Apr 28, 2016 3:46 pm

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)

Post by Kohedlo » Sat Apr 30, 2016 7:36 am

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Re: Imperial GDK(1st may 2016 commit)

Post by Kohedlo » Fri May 06, 2016 10:38 pm

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Re: Imperial GDK(15st may 2016 commit)

Post by Kohedlo » Sat May 14, 2016 5:49 pm

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

Post by Kohedlo » Mon May 30, 2016 6:20 pm

PerYears update, STATUS: STABLE, pre-Betta.

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http://kohedlostudio.forum2x2.ru/t285-1 ... e-released
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Re: Imperial Game Engine ( 15st june 2016 commit, preBetta)

Post by Kohedlo » Fri Jun 17, 2016 9:01 pm

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

Post by Kohedlo » Mon Jun 20, 2016 2:52 pm

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

Post by Kohedlo » Tue Jun 21, 2016 12:26 am

Some machinema.

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

Post by xrgo » Tue Jun 21, 2016 12:41 am

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 » Wed Jun 22, 2016 9:44 pm

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 » Sun Jun 26, 2016 12:44 am

demo in progress: added imaterial demo-tutorial scene.

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