Raspberry 4 on the left and Windows/X86 on the right:
Jetson Nano 2GB:
Preview Alpha is approaching, the engine can handle 2.500 non-instanced animated characters at 60 FPS on 1050Ti.
You can download a teaser (only win/x86 now) here (install vc_redist and use play.bat script to launch)
Older release with ARM linux: here Newer release for Risc-V: here If you are crazy enough to run this try pressing "F", "spacebar" and "+".
What's done so far:
- ARM/RISCV Linux (wm & .so hot-deploy)
- X86 Windows (wm & .dll hot-deploy)
- UNIT (mesh & bone from .dae)
- MOVE (animation from .dae)
- PART (mesh from .obj)
- SKIN (texture from .tga)
- FONT (from .ttf)
- ITEM to bone mapping
- VEIL SkyBox
- TONE (audio from .wav)
- SAVE/LOAD .dae/.tga/.obj/.wav binary.
- .zip and .flz compression + half float for final file formats Raspberry 4 does not support 1/2 floats....
Here is what remains before release:
- Bind t-pose for items attachement.
- Animation data as Quat/Vec3!
- FILE (list YYMMDD.zip patch files from the most recent file you have)
- Make API workable!
- Quat/Vec3 to Matrix and back!!!
- LookAt to Quat (don't forget to conjugate)
- Multiplayer (mostly done)
- TEXT (command line interface)
Stuff that will be done after release:
- VR for windows!
- WILD/PUSH/PULL remote resource and .dll/.so hot-deply.
- PLAY character camera control
- BUMP physics
- LAND (rudimentary procedural terrain, maybe voxel with surface nets)
- TUNE (play instruments together ingame)
- TALK new language: talk.
- WORD (add words here, comment to suggest)
- Deterministic random12 for distributed procedural generation and instantiated trees:
float rand_from_seed(inout uint seed) {
int k;
int s = int(seed);
if (s == 0)
s = 305420679;
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
if (s < 0)
s += 2147483647;
seed = uint(s);
return float(seed % uint(65536)) / 65535.0;
}