The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages. It is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines. We've got a huge active community, and there are lots of projects in development that use the engine. You can find enhancements for Irrlicht all over the web, like alternative terrain renderers, portal renderers, exporters, world layers, tutorials, editors, language bindings for java, perl, ruby, basic, python, lua, and so on. And best of all: It's completely free.

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About Worlds Collide with 0 comments by fishy418 on Nov 19th, 2014

I've also the module status GUI details, still unlikely to be final but better than just plain text:

Most of my recent focus has been to get shipyards implemented. To do this I've had to restructure some the custom objects I was and adjust the way the were linking to each other too. This really highlighted to me why programmers often do data design first and will layout all the data they want and how it will link with other data. I think it would save quite a bit of work if you get it close to right first time... oh well I'm still learning :)

Now I might get a little technical in data structure terms but read-on if you're interested!

This first involved the 'Ship' type, originally just had the single 'ship' object and that was working well but as I planned how stations were going to work I realised it's going to work a lot better if a create a parent object type called 'unit' then 'ship' and 'station' will be a subtype of this. the unit object would manage selection, scaling, combat, etc as these actions are shared with ships and stations. Ships have unique functions for movement, internal damage (may change later), designs, etc. Where as stations can have sectors for research and shipyards (can add production stations later too if I decided to), constructions and has a different base type for design\stats. I've completed most of this work now and have the base station type working correctly ready for expanding the functions for stations!

The other structure change was the 'Market' object. Previously this was linked to the planet object as each colonized planet would have a market. however I now wanted markets for shipyards so construction materials can be delivered with my current trade logic and orders can be placed etc. Again this involved changing a lot of the way markets were linked and created. Now Markets are just linked to the grid directly as anything on grid can can share a market if it exists (don't want to have inter-grid trading as that is been to fiddly). I'll even create a market on grid for consturcion of ordered stations, probably a limited market so corps don't start placing random orders for items in open space, but it will use freighters to deliver station parts to the construction site without having to change much of the trade logic.

Next I'll be working on the GUI, orders and building functions for shipyards. this might be a time to revisit my ordering GUI as I want the planet and shipyard order menus to be the same and current planet one I don't think is very user-friendly. This probably goes same for the market menu, I'll have them shared and current version really needs some work to be more useful.

I've continued to make adjustments to galaxy generation keeping planets a bit closer to their parent star and changed the lighting\brightness to reflect this. There has also been plenty of little additions or balances I've done as I've noticed them :)

Now on to ships and texturing... one of my least skilled jobs but still learn some tricks as a I go. though I'd say if I get anywhere with this project a texture artist\modeller is probably the first outside help I'd jump at. Here is first pass at the freighter I was doing and WIP for the station. So neither textures are finished but at least it now looks better than no textures at all.

These were taken in editor so don't show specular maps or proper lighting.

As alway happy to hear any comments, queries or feedback anyone may have?

-Paul

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Guest May 1 2013, 3:55pm says:

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ExonGames
ExonGames Apr 14 2013, 8:26pm says:

What game is that in the video?

+1 vote     reply to comment
FPSGamer
FPSGamer Jun 24 2009, 1:30pm says:

I posted this engine and it has a lot of details + downloads...as it is free...this engine can be posted anywhere as far as you do not claim that you own the software("you must not claim that you wrote the original software")

Here it is the engine's page:
Moddb.com

0 votes     reply to comment
leilei
leilei Apr 9 2010, 5:47pm replied:

like you have?

+1 vote     reply to comment
FPSGamer
FPSGamer Jun 24 2009, 8:31am says:

this guy didn't worked on this page...this engine is good...if you have a great team you can make great games like Half Life 2(eh...not really but close enough of HL2).I read all its features on the SF page and it came with 3 free tools:

irrKlang - 2D and 3D sound engine
irrEdit - 3D world editor and radiosity lightmap generator
irrXML - fast open source xml parser for C++

Here it is the SF page of Irrlicht and where you can download the SDK and these tools:
Irrlicht.sourceforge.net

+1 vote     reply to comment
Armageddon104
Armageddon104 May 6 2009, 9:17pm says:

Looks HAWT!

+1 vote     reply to comment
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