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Minimal requirements for engine:
Development:
Profile System:
Graphics:
GUI System:
LiveData Manager:
Sound:
Networking:
Object Manager and Physics (currently DISABLED):
Other features:
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
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
Not to be an *******, but there's nothing 2.5D about this...
Not yet and not directly from LuaScript :P but still true ^^
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).
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.
Downloaded the engine, and i loved it. Its very easy to use and the possibilities are endless. +1 Track
...could a tech demo or some form of screenshot be presented?
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 ;)