Minimal requirements for engine:

  • Processor: Dual Core (for better performance) about 1.0 GHz
  • Graphic card: OpenGL 1.5 compatible
  • System: at least Windows XP (not tested on earlier versions)

Development:

  • In-Game console (Quake 3 like :P)
  • Game logic is written in LuaScript
  • Over 150+ engine functions exported to LuaScript
  • Config 'INI' files holds configuration of all important elements to tune up your game

Profile System:

  • Each player can have own profile
  • Each game has it's own data section
  • Structure of game section is totaly up to developer

Graphics:

  • Low level requirements (OpenGL 1.5 or OpenGL 2.1 if using GLSL)
  • Anglecode Bitmap Fonts with Unicode support
  • Render2D module allows to easliy define you rendered image with many, many settings

GUI System:

  • Multiple Windows support
  • Skins support
  • Transparency
  • Windows definition file for creating windows and controls
  • Unified controls functions for easier use

LiveData Manager:

  • Data is loaded in background on seperate thread: Textures, Effects and Bitmap Fonts
  • Reloads textures and effects when file changed
  • Release data when not used for 10 minutes and load it again when needed
  • Tune up managers in 'Mod.ini' config file

Sound:

  • 3D sound achieved with OpenAL library
  • Many useful functions to tune up sound sources
  • No need to load sounds. Just call 'Play' and engine will do the rest.
  • Instant response thanks to buffering sounds in background on seperate thread

Networking:

  • Networking now use "enet" network library which use UDP protocol
  • Automated network managment. Only 3 event types that you might want to handle. Nothing more.

Object Manager and Physics (currently DISABLED):

  • 2D Physics achieved with Box2D library 
  • Physics module works on seperate thread. Rendering and physics are independent. So many physic objects not equals low FPS
  • Each object has indepented animation
  • Each animation set can have unlimited textures, animatinons and frames
  • Both objects static and dynamic can be moved by applying forces
  • Materials assigned to objects define's density, friction, and restitution
  • Debug Mode including: Collision Boxes, Center of each shape, mass and whole body.
  • Custom polygon shapes
  • Each body can have unlimited shapes
  • Each shape has indepented animation

Other features:

  • Fully customized by scripts and config files
  • No need to compile any code (if using LuaScripts)
  • Dynamic language support
  • Engine supports modification feature similar to Quake Mods. Each "mod" is placed in diffrent folder and have own script and config files
  • DLL dependency free (Windows)
  • No need to install any kind of software. Just download and run (Windows only for now).
  • Free for non-commercial
Image RSS Feed Latest Screens
Animation and Character Movement Test Animation and Character Movement Test Animation and Character Movement Test
Blog RSS Feed Report abuse Latest News: Lavgine on Linux...! Rly ?

About Lavgine with 0 comments by Lavi on May 9th, 2012

I've always had in mind that Lavgine needs to be cross-platform. My first target was Linux. So every time I've used some WinAPI function I've made macro:

#ifdef WINDOWS_PLATFORM
// Working code
#endif
#ifdef LINUX_PLATFORM
// Need to implement
#endif

My journey began when I've decided to switch from XACT to OpenAL. Then I've started to use only cross-platform libraries just in case. When I've finally leave DirectX and implement OpenGL renderer I was very happy and optimistic. That day I said to myself "No more big features. Do the Linux port". And I think I was right because just today I've managed to compile Lavgine code with GCC compiler. This is only first step before Linux port show up but I think is a major step for me do start developing Lavgine under Linux. I hope everthing will go smooth now.

So now there are 3 things for me to do:
- Write Linux missing functions and test them
- Recompile all libraries and link everything together (some of them are already available on Linux)
- Test and tune Lavgine port

I hope Linux port will show up very soon but time will tell.

Best regards,
Lavi

Post comment Comments
Wolfyboy
Wolfyboy Dec 3 2012, 9:02am says:

Not to be an *******, but there's nothing 2.5D about this...

+1 vote     reply to comment
Lavi
Lavi Dec 5 2012, 12:21pm replied:

Not yet and not directly from LuaScript :P but still true ^^

+1 vote     reply to comment
Reqieumthefallen
Reqieumthefallen Jul 4 2011, 7:16pm says:

My only real question that remains before download is: How much coding is involved?

I know a -scant- bit of Java at best. MertB found it easy to use, so I'm curious as to -how- it is easy to use.

Also, would it be possible to see the game you used in the images as a downloadable? Just something to show off how the engine runs (it looks like you've got 3D objects, but I honestly cannot tell).

+2 votes     reply to comment
Lavi
Lavi Jul 6 2011, 10:48am replied:

This is an early but full featured version of the engine so there are lack of tools like GUI, scene, objects editor.

Tools will be included in future. I'm currently working on GUI editor.

Games logic is written in LuaScript language which is very easy to use. I'm recommend this short tutorial: Luatut.com

Other things like animations, object definitions, GUI, scene are placed in simple (I hope) config 'INI' files.

This 'game' is actually 'Tutorial 07 Animations' and it is included to Lavgine package.

Feedback from developers is very important for me so if you find any bug, lack of feature you can send me an email and I will do my best to include it in next Lavgine release.

+2 votes     reply to comment
MertB
MertB Jun 22 2011, 8:29pm says:

Downloaded the engine, and i loved it. Its very easy to use and the possibilities are endless. +1 Track

+3 votes     reply to comment
Reqieumthefallen
Reqieumthefallen Jun 22 2011, 6:24pm says:

...could a tech demo or some form of screenshot be presented?

+2 votes     reply to comment
Lavi
Lavi Jun 23 2011, 6:50am replied:

Paradigmthefallen - Images are added as you requested
MertB - Thanks :P This means a lot :) If you find any bug or lack of feature just msg me ;)

+2 votes     reply to comment
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Platforms
Windows, Linux
Company
<Lavi.h>
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Official Page
Lavgine.pl
Licence
Commercial
Release Date
TBD
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Latest tweets from @petermatyja

Well, I forgot to tweet about first Lavgine 1.2.3a Windows/Linux release. This is my first attempt for linux release so be patient ^^

Mar 5 2013, 5:50am

Lavgine 1.2.2a has been released. Linux port works but need some tuning and bug fixing. C++ SDK is also almost ready. Stay tuned for more :)

Nov 23 2012, 11:39am

Lavgine 1.2.1a finally released. I've tried to fix as much small bugs as I can. I hope next released will be even closer to 'Perfect' state.

Jun 25 2012, 11:44am

Strugle with Linux continues... Base Lavgine modules are ported. Now platform/library specific stuff :/

May 30 2012, 7:56pm

Finally I've managed to compile Lavgine using GCC with CodeLite. Now I need to port some functions and libraries ^^ Then some tests and.. :3

May 9 2012, 9:02pm

I've added 'Gravity' and 'Wind' factors to particles. Results are better than I've execpeted. Truly amazing ^^

Mar 27 2012, 8:57am

Lavgine 1.2.0a released :) I've decided to use diffrent versioning due I've made many changes in code and whole API.

Mar 22 2012, 1:44pm

Lavgine 1.1.7 will use OpenGL 1.5 ^^ I've finaly done it :-)

Feb 21 2012, 9:26pm

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