Neothyne is an attempt at getting back to the roots of good old twitch shooting akin to that of Quake World.
Here's what it looks like currently
A modern dependency free game engine to make a twitch shooter with
As of late Neothyne is just an engine offering
-
Efficent KD-tree (which allows for)
- Efficent static and sweeping collision detection
- Efficent scene management
- Smooth world traces for accurate and efficent collision response
-
Deferred renderer (which can do)
- Directional lighting (with ambient and diffuse terms)
- Specular lighting (with power and intensity terms)
- Point lighting (with omnidirectional shadow mapping)
- Spot lighting (with shadow mapping)
- Skybox
- Soft particles
- Normal mapping (dot3 bump mapping)
- Displacement mapping (steep parallax and relief mapping)
- Fog (linear, exp and exp2)
- Fast approximate anti-aliasing (FXAA)
- Screen space ambient occlusion (SSAO)
- Vignette
- View frustum culling
- Skeletal model animation (IQM)
- Variable color grading (supporting)
- Color balance (shadows, midtones and highlights)
- Hue, lightness and saturation
- Brightness and contrast
-
Scripting language (Neo language)
- Heavily inspired by Javascript, C++, Lua, Ruby, C#, Java (In order of inspiration)
- Dynamically typed (with optional typing)
- Structured
- First class values
- Lexically scoped
- Type rich (function, method, bool, int, float, string, array, object)
- Object oriented (Single inheritence multiple-interface)
- Garbage collected
-
Fire and forget audio mixer (which can do)
- Multiple sound sources (global and local)
- Faders (adjust volume, speed, panning over time)
- Dynamic audio control
- Fade volume, speed, panning, etc.
- Panning
- Speed
- Filters
- Echo
- Biquadratic Resonance Filters
- Low pass
- Hi pass
- Band pass
- DC Blocking
- Audio grouping
-
Immediate-mode graphical user interface (which can do)
- Buttons
- Items
- Check boxes
- Radio buttons
- Windows
- Collapsible areas
- Labels (left-justified text)
- Values (right-justified text)
- Sliders (horizontal and vertical)
- Indentation
- Headers (vertical separations and lines)
- A variety of raw rendering primitives (such as)
- Lines
- Rectangles
- Text
- Images
- Models
-
Console (which allows for)
- Global configuration
- History and tab completion
- Reactive changes to various engine components (including renderer)
-
Asset optimization (which can do)
- Online texture compression
- Online linear-speed vertex cache optimization
- Online half-precision float conversion
- DXT end-point optimization (helps old hardware DXT decode fetches)
- Networking (client/server model)
- Build the game
- Scripting
- Neo (Old English from Proto-Germanic:
nawiz
,nawaz
, i.e: "corpse") - Thyne (Old English:
thyn
,þyn
. Cognate to German:dein
, i.e: "yours")
In modern English: "your corpse"
An imgur album of screenshots showing the engine and development of it can be found here
Please check the build documentation
Neothyne requires a GPU which is capable of GL 3.0. Modern low profile GPUs may function poorly. (Note: Some cards are advertised as being GL 2 capable, but with newer drivers, can become GL 3 capable. This is the case for some cards in the GeForce 8 series, for example.)
Documentation may be found in the `docs' directory.