Archive for the ‘BANG’ Category

Bang 2D

Thursday, September 20th, 2007

Bang 3D has been on hold while I finish up Bang 2D a 2D engine based on SDL + GL + Lua for Mac/Win that I have been working on since February…

You can find information on it at Bang2D.com
and see progress on our first game Mouse House which we hope to have ready to ship by xmas.

GUI First Alpha Test

Friday, January 12th, 2007

This screen shots shows a my first attempt at drawing a window in BANG.
The window is made up of a set of 9 tiles.
The tiles are scaled to match what ever size window a use asked for.
The GUIs can also be easily themed.
Currently all controls are variations on just 1 dynamic control_3d object.
Since I can basically draw a window now I could also easily draw most rectangular
shaped GUI controls.
All GUI controls are full 3d objects meaning you can rotate them etc.

gui.jpg

Xmas Update

Wednesday, December 27th, 2006

I started on GUI unit tests. This lead to uncovering bugs in the camera object, and projection matrix and zbuffer in GL.

So I have been basically patching bugs over xmas.

Fonts

Wednesday, December 6th, 2006

I’m starting on adding font loading and rendering support.
Right now looking at all the available OSS font libs out there.
First up is Freetype2 and FTGL as possible solutions.

Camera Fixed

Wednesday, December 6th, 2006

I had one last camera bug.
Objects would disappear when to close to the camera.
Turns out I was clipping objects less the Z = 1
I changed the cameras default minimum Z value to .01 and everything looks good.

Multiple Camera Support

Tuesday, December 5th, 2006

I have been working since turkey day to add support for multiple cameras.
For this I needed to re work how the top level scene graph parts talk to each other. This included the windows, view ports, cameras, worlds and layers.

The end result can now have a infinite number of cameras view the the same or multiple worlds and can draw into the same or different view ports.

The screen shot below shows 3 cameras all viewing the same world and drawing into the same OpenGL context or view port.

Now you might think adding support for multiple is EASY in OpenGL…
But you have to remember Im writing the whole engine in software and then off loading work to gl or d3d renders if possible. So it has taken a while to get working properly.

multicamera.jpg

First Post!

Wednesday, November 29th, 2006

Welcome to the developer blog for BANG! 3D game IDE.

Current BANG! Engine Specifications:

Platforms
- OS-X, Win32, Linux

Rendering Primitives
- Points
- Lines
- Triangles
- Hermite Splines
- Terrain

Hit Detection
- Sphere based
- Box based
- Triangle based

Lights ( Vertex )
- Point
- Dark Point
- Alpha Point
- Spot
- Dark Spot
- Alpha Spot

Scene graph
- Worlds
- Layers
- Cameras

Time based movement/animation system.

Bone based animation system.

Vector/timed based movement system.

Particle system
- Gravity
- Velocity
- Bounce
- Reverse particles

Renders
- OpenGL ( OS-X Carbon, Win32, Linux )
- Direct 3D ( Win32 )
- No GLIDE / 3DFX or RAVE support Dan :P

Rendering Modes
- Point
- Line
- Shaded
- Textured

Texture Formats
- Uses OpenIL for loading of most image formats.
- PNG
- JPEG
- PhotoShop

Sound System
- OpenAL

Physics System
- Undecided

BANG! IDE Specifications
- Drag and Drop and Wizard based user interface.
- Model building and spline based animation tools.
- Level editor.
- Script Editor and Debugger.

Scripting
- Event triggered scripting system.
- Universal scripting bridge can be bound to any scripting engine
- JavaScript is the main scripting language
- LUA, RUBY etc could be added later if needed.