View Poll Results: Are you interested in the Sushi Quest engine?

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  • Yes, and I would pay for a license

    3 12.50%
  • Yes, but only if free

    11 45.83%
  • Yes, other option (explain)

    5 20.83%
  • Not interested

    5 20.83%
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Thread: My game engine

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  1. #33
    "Maybe do a license where you only pay for the right to do commercial projects"
    Yes, this would be fine for me.

    Here is a feature list:
    Audio (OpenAL)
    - Native support for WAV, MOD and OGG (and MP3/AAC on iOS)
    - MIDI software decoder (requires external soundfonts)
    - Audio streaming
    - 3D audio support (including reverb effects)
    Custom resource importer/optimizer
    - Textures: Supports PNG, BMP, TGA, JPG, GIF
    - Models: Supports Milkshape3D (with animations), OBJ, 3DS, MDL and SMD (animated)
    - Package system (supporting compression and encryption)
    Platforms supported
    - Windows, Linux, Mac, iOS (supported NintendoDS in older versions, dropped due to lack of floating point processor)
    - Android support coming soon
    - Wii support currently planned
    - Various types of input supported (keyboard, mouse, gamepads, wiimote, touchscreen and accelerometer)
    - Multithreading support
    - Timers
    Integration with Newton physics engine
    Custom UI system
    - Fully skinnable
    - Supports animations (fades, moving, scaling, rotations)
    - Custom screen transitions
    - Includes lots of pre-made widgets (Window, Label, EditText, Button, Icon, Slider, Bar, Combobox, Checkbox)
    - Extensible with custom widgets
    Renderer (OpenGL/GLES)
    - Advanced texture support (Render to texture, volume textures, dynamic textures, including streaming from GIF, AVI and webcam)
    - Supports cubemaps (including render to cubemaps)
    - Cloth renderer
    - Decals
    - Bitmap font rendering (including Unicode support)
    - Skybox, Skydome and Lens flares
    - Reflections
    - Deferred rendering (supporting directional, point, spot and volumetric lights)
    - Shadowmapping (supporting directional and spot lights)
    - Shadow volumes
    - Bloom
    - Color correction
    - Normalmapping
    - Terrain rendering (including voxel support)
    - Toon rendering (with or without outline)
    - Entity management (frustum culling, octree)
    Network system
    - Based on UDP (with reliable packets)
    - Packet compression and encription)
    - Session management (login, logout, ping)
    - FTP uploading
    - STMP Email support
    - HTTP streams
    Artificial Inteligence (path finding, behaviors, state machines, boids)
    Math and Geometry classes (BoundingBox, Frustum, Octree, Ray)
    String Localization support
    Utility framework (Arcball controller, Solid shapes, texture atlas generation, UV unwrapper, Tesselator, software rasterizer, Collisions, CRC, FFT, XML, Perlin Noise)


    Some of those things still probably need to be updated though as I didnt use them for some time.
    Last edited by Relfos; 02-09-2011 at 11:09 PM.

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