[w]tech - REWRITTEN!
Maybe you know your old engine already. Maybe you do not.
If you want to see it, be fast, the old screen shots and videos will be deleted soon!
Anyways, here are 3 shots of the old engine.
Old engine pics:
So. This looks good, you might think. I say:
"This is just crap crap crap!"
The way of coding was very very bad, because I started learning C++ with this engine.
One day before Christmas, when I was annoyed by the tons of crashes and bugs, I
just thought, that it would be the best to rewrite the whole engine.
As I stared with DirectX9 when I wrote the old engine, I wanted to go the next step.
I wanted DirectX10. So I built a new one, piece of piece, and I thought hard about every
line of code. Everything has to be perfect now! And when I don't like something, I just delete it,
and rewrite it from scratch, as I did with my PackageSystem today. :-)
And this is the result:
One of our goals is to make a engine, which is able to build up big worlds, as fast as possible!
So I didn't made an ActorSystem(The objects you can place in the world) like that in the
most other engines, for example. I MADE an ActorSystem, but it is different:
My system doesn't builds up on creating one Actor 10000 times, with all its properties.
No. It uses "ContentMarks". That are just little Objects, which are holding a "pointer" to the
one, original, Actor in a Package. Also the ContentMarks can have their own Location, Rotation and Scale, but thats all! The perfect sollution for lazy coders and mappers. :-)
And this is just one cool thing of our engine!
If you want to see some more pictures of the engine, or if you want to read more, please see
our public-documentation. It shows how to import stuff, and how to build a world with the
Thank you for reading! :D