Some E8 Feature updates!

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Some E8 Feature updates!

Postby microdot » June 29th, 2009, 3:06 pm

Weekend has been productive for the entire team! Great stuff guys! We know what I was busy with, here is a little update from the rest:

+ Grigi got stuck into the core of E8 in terms of a technology spike for our world integration model, he will continue hacking at it until something is usable and move that into our E8 Framework.

+ Toasteding has been hard at work on our first vehicle model (For AVS), modelling everything to the finest detail! Cannot wait to see these renders in the art section of AVS.
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E8 updates

Postby microdot » July 6th, 2009, 9:45 am

8-) We've been quiet but don't fear we have been planning the direction of E8 and how we plan to impliment things on a greater scale.

We'll try and get an update out so you guys can follow progress, for now we are still spiking a bit.
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Some E8 Feature updates on no updates...

Postby microdot » November 19th, 2009, 12:34 pm

Hi all,

My sincere apologies for being so quiet, the entire team are a bit overworked :lol: batteling to find free time to dedicate to our project goals.

I'm going to try and get a move on in the meanwhile - Hopefully grigi gets a moment or two to help out.

Take care all.
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E8 Roadmap

Postby microdot » November 20th, 2009, 3:04 pm

Dear readers,

I've been in contact with Grigi - You may or may not be happy to know that we’ve found our Mojo and begun getting things back on track for Engine8 Framework, our internal game development toolset for some commercial projects in the future. If you haven’t already registered on the forums, you may freely here.

We’ve been battling a bit with Irrlicht and our original LUA based intergration — we’ve decided to step back, re-evaluate where we are (no where) and restart.

This time we’ve opted on Ogre3D as a base, with our tools written around it. We’ve not even begun yet but on face value – the feature set and support seems superior in everyway. We’re completely excluding netcode, physics and sound for the time being, with focus on asset management, landscaping tools only. We’re looking at SDL for this but if anyone has a better solution (and allowed to use it commercially) please shout back.

To further understand what our aim is with title number 1, read more here: http://scientificninja.com/advice/write ... ot-engines

Heres to take 101…

Ciao.
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Re: Some E8 Feature updates!

Postby microdot » November 24th, 2009, 8:54 am

Updates :ugeek:

Grigi has been setting up the build again and managed to get some basics running as a spike, there are some issues with imposter functionality but we've escalated this to the dev's on Ogre for some information / enlightenment.

We'll hopefully bash a small showcase of basic tech within the next week... tick tock 8-)
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Some E8 Feature updates! - Teaser Screens

Postby microdot » November 25th, 2009, 10:54 am

Teaser shot of a grass demo Grigi is playing with.

That's all for now though :geek:
Attachments
grass_demo_1.jpg
Teaser screen, grass demo
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Grass is always greener on the other side :-)

Postby microdot » December 4th, 2009, 3:50 pm

Teaser shot #2 Piotr is playing with different grass setups to get more realism and definition.
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grass_demo_2.jpg
Piotr played around with grass blade design
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Some E8 Feature updates! - Sky and terrain shots

Postby microdot » December 7th, 2009, 4:23 pm

Sky and terrain shots, taking shape now. This is shot from our *nix build.
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2009_12_07.jpg
Terrain + Sky under Linux
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Some E8 Feature updates! - GUI Work

Postby microdot » December 10th, 2009, 8:30 am

We've had a late night (early morning). After a brief hold up on our GUI code, we managed to get things to a point where it was semi operational. We've worked in some complex GUI classes along with simple 2D overlay code.

There are no screens at present, we don't have a date on when they'll be available either :-) Stay tuned.
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Re: Some E8 Feature updates!

Postby Toasteding » March 3rd, 2010, 11:27 am

Any new updates?
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