NOWA-Engine

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Lax
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NOWA-Engine

Post by Lax » Sat Jan 14, 2017 5:33 pm

Hi folks,

I'm working quite a long time on a Game-Engine, called the NOWA-Engine ((NativeObjectWorldArchitecture-Engine). I waited a long time to post this here, because I always thought, that I did not made enough progress to post something. But as I do this as hobby with restricted time, I think I will never finish. So why not post the current progress.

I was really happy back then, when I found the Ogre-Engine. I want also to thank the community for keeping Ogre alive and providing techniques and code-snippets to do great things!

Contained components of the NOWA-Engine:
  • Graphics-Engine: Ogre-Engine 2.1
  • Physics-Engine: OgreNewt 3.0 (Port of Physics-Engine: “Newton Game Dynamics”)
  • Audio: OgreAL (Port of 3D-Audio library OpenAL)
  • Network: RakNet
  • Particle-Effects: Particle Universe
  • Ogre Realtime Shader: RT Shader System
  • Ogre Terrain: Ogre Terrain System
  • Sky/Weather simulation: Caelum
  • Water simulation: Hydrax
  • Scripting: Lua
  • Pathfinding Recast navigation: OgreRecast
  • Paged Geometry Instancing: PagedGeometry
  • Wii-Controller input system: WiiUse
  • Split meshes: MeshSplitter
  • GUI: MyGui
I use Ogitor intensively to create the virtual environments.

My dream is to create a complex MetroidVania game, with inventory, shop system, a lot of game mechanics. So I'm testing created 2,5D Jump 'n' Run demo:
[youtube]RgGSGl5Vr64[/youtube]
Some other tests:
[youtube]jUZrA8RbaFI[/youtube]
[youtube]_FUqXxA_zZI[/youtube]
[youtube]hL8XLhigy7g[/youtube]
[youtube]OmIbvKUI68o[/youtube]

See my homepage (www.lukas-kalinowski.com) for detailed information about the engine.

I still do not know where It goes with the engine, maybe I will release the source code on github.

If somebody wants to know about some implementation details, or techniques, please ask.

Regards
Lax
Last edited by Lax on Mon Apr 30, 2018 5:21 pm, edited 1 time in total.
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devxkh
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Re: NOWA-Engine

Post by devxkh » Sat Jan 14, 2017 9:29 pm

Hey,

looks good!
How long do you already work on it?
I'm working on an ogre 2.1 engine in my spare time, too (some years now :( ).
With the difference i've opensourced my engine and tool code under MIT.
No one cares, so just opensource yours, too. Maybe i can learn/take something from. ;)
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Lax
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Re: NOWA-Engine

Post by Lax » Sun Jan 15, 2017 11:15 am

Hi devxkh,

I work on the Engine for 8 years now. I also would like to upgrade to Ogre 2.1, but I fear the changes from Ogre 1.x to 2.x.
With the difference i've opensourced my engine and tool code under MIT.
No one cares, so just opensource yours, too.
I think you are right, I should publish the engine on github, if I have enough time.
Maybe i can learn/take something from.
Yes certainly, I build everything on GameObject/Component architecture, which is a great flexible design pattern, as you can create game objects and add different kinds of components, without the need of inheritance. So I use Ogitor to create a scenenode with mesh and use custom data properties, to add a game object and components.

I orientated on the great book Game Coding Complete.

I will post more videos soon, because there are a lot of more features, I just had not enough time so far.

Could you post a link to your engine?

Regards
Lax
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devxkh
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Re: NOWA-Engine

Post by devxkh » Sun Jan 15, 2017 1:08 pm

Lax wrote:Could you post a link to your engine?
In my signature ;)
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Lax
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Re: NOWA-Engine

Post by Lax » Tue Jan 17, 2017 3:54 pm

I took a briefly look at the source code. Looks cool, must see it in action. Especially it seems, that you are up to date with Ogre 2.1. Im still far away from that :( .
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Re: NOWA-Engine

Post by devxkh » Tue Jan 17, 2017 6:44 pm

Lax wrote:I took a briefly look at the source code. Looks cool, must see it in action. Especially it seems, that you are up to date with Ogre 2.1. Im still far away from that :( .
You won't see much action in the samples ;) . It's still very WIP and minimalistic. I'm trying to make a very simple game with a very simple UI with this engine. The VEX tool is more like a project and file(watcher) management tool for pushing new data over sockets into a running game. There's no direct scene editor. Maybe i add a gizmo function into the engine to move objects around. The data would be send back to the client(VEX Editor).

If you want to give it a try, it should compile on windows with these cmake settingshttps://github.com/devxkh/FrankE/blob/m ... keInfo.txt
If your'e able to compile it, the main problem will be the fixed data paths (possible in engine, too. Plan is to set these over global settings and console commands) ;)
You'll need to change

Code: Select all

 game.settings.load("F:/Projekte/coop/FrankE/data/");
in the main.cpp.

If you are that far i could help you and give u a more complete example for loading a simple scene with meshes (skel animated) ,light.

All others stuff has to be coded at the moment.

Lol, just saw my first Stargazer.
Thanks Jacob! XD
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Re: NOWA-Engine

Post by Kohedlo » Wed Jan 18, 2017 8:27 pm

Looks good. Wellcome to engine devs!
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Lax
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Re: NOWA-Engine

Post by Lax » Mon Jan 23, 2017 9:17 pm

Looks good. Wellcome to engine devs!
Thanks :D
If you want to give it a try, it should compile on windows
When I have time I will. Unfortunately I'm very bad with cmake. I never had an success with this tool and so I'm prejudiced :) .
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Re: NOWA-Engine

Post by Lax » Sun Feb 26, 2017 4:11 pm

Currently I'm working on an editor-module for the engine. I think I will create an own world editor with in-time physics etc.
The drawing circles for the rotation gizmos wre really hard to implement. See the results so far:
[youtube]SpM4C50_v0g[/youtube]
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Re: NOWA-Engine

Post by devxkh » Sun Feb 26, 2017 7:20 pm

Lax wrote:Currently I'm working on an editor-module for the engine. I think I will create an own world editor with in-time physics etc.
The drawing circles for the rotation gizmos wre really hard to implement. See the results so far:
Awesome!
don't forget to opensource the code as MIT, so i can copy the gizmo code. :mrgreen:
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Re: NOWA-Engine

Post by Lax » Fri Mar 03, 2017 5:34 pm

Hi,

I also planned to release the engine under MIT-license like OGRE and release the code.

But at the moment Its a code-change mess at the moment and because of that, the tutorials will not work.

If you want, I could pack the header/source files and give It to you.
I also thought about writing a wiki article, but somehow I've got the feeling, that there is no interest. The whole forum seems quite recently.

Regards
Lax
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Re: NOWA-Engine

Post by frostbyte » Mon Mar 06, 2017 2:37 am

devxkh wrote:don't forget to opensource the code as MIT, so i can copy the gizmo code. :mrgreen:
+1, i'm eager to harvest your gizmo code...
i've ported ogitor's gizmo code to my engine( among other things ) but yours looks much better :D
ogre-newt integration is on the target as well( anyhow, it can be good for learning... )
Lax wrote:I took a briefly look at the source code. Looks cool, must see it in action. Especially it seems, that you are up to date with Ogre 2.1. Im still far away from that :( .
i suggest that you move to 1.10, you'll feel better about your engine once you'll have shiny PBS materials
ogre 1.10 advantage over 1.9:
1)hlms backport with PBR materials pipeline
2)working( and getting better... ) gl3+,dx11 backends with geometry and compute shader
3)browser target platform support( using emscripten )
4)tons of bug fixes,improvments and some other stuff
5)its actively maintained( bug fixes, pull requests etc... ) and its still being developed

porting to ogre 1.10 is really a no-brainer almost no api-changes, lots to gain for little effort...
have fun :wink:
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coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

Lax
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Re: NOWA-Engine

Post by Lax » Mon Mar 06, 2017 9:18 pm

Hi frostbyte,

thanks for your feedback!
i suggest that you move to 1.10, you'll feel better about your engine once you'll have shiny PBS materials
Yeah cool sounds good! I totally forgot, that I have the Ogre1.10 binaries, so I will upgrade to Ogre 1.10 soon.

I made my first Wiki article:
http://www.ogre3d.org/tikiwiki/tiki-ind ... ef_id=2208

I hope that I did everything correct. I wanted to move the Wiki page to "Snippets/GUI Snippets" but It somehow did not work out. Appologies for that. Maybe some more experienced Wiki author can move the wiki site, or maybe it is on the correct place.
Note: The given code at the wiki page does not work out of the box, because it was part of my engine and I removed everything related to it. So the selection of objects has been uncommented. But I think, it gives the right idea how to create a gizmo and do the rotation with rotation progress etc.

if somebody wants also the selection code, I can deliver the related Engine-Code to him.

Regards
Lax
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Re: NOWA-Engine

Post by Lax » Thu Mar 09, 2017 11:29 pm

Hi frostbyte,

are you using Ogre 1.10 with the RenderSystem_Direct3D9.dll? Because no 3D9 Dll was shipped when using Ogre 1.10 and the one of course from Ogre 1.9 version does not work.

See my issue here:

http://www.ogre3d.org/forums/viewtopic. ... 10#p535710

Regards
Lax
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Re: NOWA-Engine

Post by frostbyte » Fri Mar 10, 2017 3:24 pm

Lax wrote:Hi frostbyte,

are you using Ogre 1.10 with the RenderSystem_Direct3D9.dll? Because no 3D9 Dll was shipped when using Ogre 1.10 and the one of course from Ogre 1.9 version does not work.

See my issue here:

http://www.ogre3d.org/forums/viewtopic. ... 10#p535710

Regards
Lax
yes, i am using ogre1.10 with DX9...works great...my ogre1.10 version was compiled from sources( june2016 )
i didn't updated it since...
see my reply here...http://www.ogre3d.org/forums/viewtopic. ... 10#p535710
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the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

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