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InsideQC Forums • View topic - [Storm Engine 2][dev] Phaeton

[Storm Engine 2][dev] Phaeton

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[Storm Engine 2][dev] Phaeton

Postby motorsep » Tue Jun 17, 2014 1:21 am

At last, Storm Engine 2 came to be:

https://www.youtube.com/watch?v=0r-SOxXFM3c

and the changelog: www.kot-in-action.com/blog_new.html

P.S. If you watch the moment where Credits roll, you can see who was working on the engine ;)
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Re: [Storm Engine 2][dev] Phaeton

Postby goldenboy » Tue Jun 17, 2014 2:20 pm

Seems like a nice idtech4 engine, good work folks.

Good luck with the game motorsep.
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Tue Jun 17, 2014 10:11 pm

Thanks!

It's idTech 4 + idTech 5 actually.
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Re: [Storm Engine 2][dev] Phaeton

Postby Julius » Thu Jun 19, 2014 6:05 pm

Got a source repository somewhere? Is is multiplatform, i.e. Linux support?
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Re: [Storm Engine 2][dev] Phaeton

Postby Spiney » Thu Jun 19, 2014 9:52 pm

Just wondering, is there any reason why games like to use the flash interfaces?
I don't have anything against Flash (I used to use it myself quite happily), just wonder why that format. Seems like a fairly big entry barrier when using a proprietary third party tech.
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Re: [Storm Engine 2][dev] Phaeton

Postby leileilol » Thu Jun 19, 2014 9:56 pm

Adobe/Autodesk industry gridlock.
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Thu Jun 19, 2014 10:54 pm

motorsep
 
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Thu Jun 19, 2014 11:00 pm

motorsep
 
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Sun Jan 18, 2015 5:03 pm

Made an entry on IndieDb for our engine http://www.indiedb.com/engines/storm-en ... king-title in preparation to opening a page for my game (since I need to specify what engine it uses) :)

Also here is a new dev video showing complex interactive surfaces (in-game GUIs):

https://www.youtube.com/watch?v=5r5xEpS7zYw

We have been battling with performance optimization of the engine and at the end it turns out to be driver's fault. Nvidia acknowledged that with latest whql driver performing _much_ better than the previous one. AMD doesn't seem to give a damn, so as it stands now, anything below R9 model will not be officially supported (performance on R9 seems to be good, but on HD7850, for example, it's abysmal).
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Re: [Storm Engine 2][dev] Phaeton

Postby toneddu2000 » Mon Jan 19, 2015 11:21 am

All the best, man, seriously, all the best! The features list is huge! I'm particularly interested in new "Powerful and flexible object oriented scripting language (similar to C++ language syntax)."
Can't wait to buy it! :D
Go Kot-In-Action go!

PS: Flash GUI is awesome!
- my first commercial game, made with FTEQW game engine
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Mon Jan 19, 2015 3:11 pm

motorsep
 
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Re: [Storm Engine 2][dev] Phaeton

Postby toneddu2000 » Mon Jan 19, 2015 3:29 pm

- my first commercial game, made with FTEQW game engine
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Mon Jan 19, 2015 3:42 pm

motorsep
 
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Re: [Storm Engine 2][dev] Phaeton

Postby toneddu2000 » Mon Jan 19, 2015 5:43 pm

ah ok thanks for the clarification. So we can say doomscript can use some sort of "API" which trigger low level functionalities written in C++?
- my first commercial game, made with FTEQW game engine
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Re: [Storm Engine 2][dev] Phaeton

Postby motorsep » Mon Jan 19, 2015 6:46 pm

motorsep
 
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