dzw / neothyne

Engine and game

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Neothyne

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

Philosphy

A modern dependency free game engine to make a twitch shooter with

Status

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)

Goals

  • Networking (client/server model)
  • Build the game
  • Scripting

Etymology

  • 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"

Screenshots

An imgur album of screenshots showing the engine and development of it can be found here

Build

Please check the build documentation

System requirements

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

Documentation may be found in the `docs' directory.

About

Engine and game

License:MIT License


Languages

Language:C++ 97.8%Language:GLSL 1.3%Language:C 0.6%Language:Makefile 0.2%