game-engine
Project goals:
- Game engine for open world games
- Low budget in mind, design features around re-using assets and perhaps in-engine creation of them.
- Low poly.. lower than is standard nowadays.
- Requires programming skills, editor is for world editing only. not a game maker studio.
- Engine provides the world and ways to load and render, you do the rest.
Core:
- Library system
- World is divided into cells/sectors/regions
- Cells contain cellnodes which can be anything that you can place in the game world.
- Cellnode class is meant to be extended only for engine features.
- Component system. For cellnodes is made for defining the node itself.
- Packing and loading of cells, and cellnodes.
- Terrain nodes, and multitexturing support via blendmaps.
Editor
- Editing terrain
- Modify, Flatten, Smooth
- Texturing terrain
- Up to 4 different textures per terrain node.
- Edit blend map in Editor using brushes.
- Library management:
- Creation of materials, lights.
- Editing of material and light nodes.
- Deleting, renaming entries.
- Cell hierarchy
- Delete, or save to library.
- Edit nodes.
- Placement of nodes *
*** TODO ***
Core
- Right now, maybe nothing.
Editor
- Ability to save and load cells properly, saving seems to work.
- Ability to snap camera on to node in hierarchy by double clicking.
- Inspector for editing things.
- Better functioning movement tool.
- Highlight borders of all cells.
- The UI is awful right now, have to re-design it.
- Perhaps camera position isn't the best way to decide which cell is active? Feels awkward at times.
- have no "active" cells? add some smarts into the texture painting?. edit textures via cell hierarchy->terrain->inspect?
This read me may be edited at later date as the project progresses.