25 Apr 2021 |
ProtoThad#9937 | For me, the creation of a new single player scenario in RE would be mainly to help drive those improvements in the engine. | 13:08:06 |
ProtoThad#9937 | Left to myself, I would probably create a wave of robots / disable the mainframe scenario as a project to drive those other improvements. | 13:18:18 |
Joel | Speaking of AI | 13:47:21 |
Joel | coughnavcoughmeshcough | 13:47:39 |
26 Apr 2021 |
ProtoThad#9937 | The octree world geometry would seem to lend itself to the procedural generation of a navmesh. I think this is very doable. | 01:19:15 |
Quin#6733 | q66 is making an engine more like that | 02:13:58 |
Quin#6733 | RE's main focus is just making a game, not an engine | 02:14:13 |
| Artinell changed their display name from Artinell to Artinell#4476. | 04:14:39 |
| Artinell changed their display name from Artinell#4476 to Artinell. | 04:14:41 |
ProtoThad#9937 | Well, Inexor seems to have more momentum at this point. q66's OctaForge is stalled at the moment. I plan to throw some effort into Inexor as a long term path toward an octree based game engine, but the current tesseract/cube2 code base is actually usable now. | 14:37:02 |
ProtoThad#9937 | My thought was to create an API layer that hides the jagged bits of the cube2 engine, and could eventually move to Inexor or something else in the future if that looks like the better path. I realize that RE is meant to be its own game... but there is plenty of work I can do in my goal of a generic game engine that could filter down into RE along the way (like terrain heightmaps from images). | 14:42:40 |
ProtoThad#9937 | Having someone actually benefiting from the code I'm writing does tend be motivational. 😁 | 14:43:13 |
snipergoth.#0 | Yeah, that terrain heightmap from images could come in handy | 14:43:30 |
DANZIG GUMAN, Esq. | Yeah, he's currently finishing up libcubescript | 14:50:16 |
ProtoThad#9937 | The interesting thing is, I have mostly the same goals as OctaForge and Inexor... I mostly differ only in approach. They are looking to trim cube2 down to its essentials and build back up to something usable. My strategy is to wrap the existing code base and utilize the parts I want, leaving the code mostly untouched (if maybe a bit enhanced to expose some new features). | 14:51:44 |
ProtoThad#9937 | Then with a well defined API with an already working reference implementation, it is easier to create or replace an underlying engine. | 14:54:28 |
DANZIG GUMAN, Esq. | I was gonna do some more VR stuff, probably under OctaForge | 15:00:41 |
DANZIG GUMAN, Esq. | But still a bit busy with RE | 15:02:05 |
ProtoThad#9937 | That's cool. I'm actually engine agnostic and will use whatever gets the job done. I could probably be convinced to contribute to OctaForge with a bit of prodding. 😆 | 15:03:12 |
RaZgRiZ | https://tenor.com/view/gta-grand-theft-auto-gta-one-liners-give-it-a-quick-prod-poke-it-gif-17440807 | 15:08:33 |
dogtective | Imprimis™️ already has a separated and trimmed down engine library, although the code is far from perfect still it's moving forward | 18:50:54 |
ProtoThad#9937 | Thanks, I had not stumbled across that project prevously. I'll give it a look. | 19:46:18 |
27 Apr 2021 |
q66 | it's not stalled anymore | 01:31:23 |
q66 | I'm releasing libcubescript as stable soon ish, after that I'll integrate it in the engine and move on with further cleanup | 01:33:03 |
q66 | a lot of work went into it recently | 01:33:22 |
ProtoThad#9937 | Cool. Good to know. | 01:34:46 |
q66 | mostly need to uhh, finish up the API, add more docs and expand the testsuite a bit more | 01:35:25 |
q66 | it's in a good shape though | 01:35:53 |
q66 | https://github.com/OctaForge/libcubescript | 01:36:12 |
q66 | oh, and settle on what's going to be in the standard lib and what won't, plus clean up and freeze what will | 01:37:28 |