Modern open source game engine

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by BearishSun
Fri Jan 12, 2018 5:39 pm
Forum: Editor
Topic: Spec Map, Rotate around Selected and Nodes
Replies: 3
Views: 25

Re: Spec Map, Rotate around Selected and Nodes

I'll be adding node based editors in the future, but none are planned for the moment. They are likely to come only after all major features have been implemented.
by BearishSun
Thu Jan 11, 2018 2:04 pm
Forum: Editor
Topic: Spec Map, Rotate around Selected and Nodes
Replies: 3
Views: 25

Re: Spec Map, Rotate around Selected and Nodes

No specular map as it isn't compatible with the current lighting model. Roughness/metalness should be used instead. A fully custom material/lighting models are possible but that will be up to the individual developer to implement, and I might extend the default material library as the time goes on. ...
by BearishSun
Thu Jan 11, 2018 2:01 pm
Forum: Editor
Topic: Auto Game Camera
Replies: 3
Views: 22

Re: Auto Game Camera

Game camera is intended to be controlled through script (e.g. player movement), so having editor commands for it would conflict with any user-defined script. I do plan on adding a way of positioning game camera by cloning the current scene camera, mainly for cinematics. And perhaps provide a built-i...
by BearishSun
Mon Jan 08, 2018 12:20 pm
Forum: General discussion
Topic: How to create a new project?
Replies: 1
Views: 64

Re: How to create a new project?

No documentation at the moment, and the step to install the library is also missing. For now it is suggested you make a copy of one of the example projects and register it in the root CMakeLists.txt file by calling add_subdirectory. You can modify the copied project's CMakeSources.cmake to add your ...
by BearishSun
Sun Dec 31, 2017 2:23 pm
Forum: Editor
Topic: How to use the triggers to open door.
Replies: 1
Views: 51

Re: How to use the triggers to open door.

Your script has to retrieve the Trigger component, subscribe on the relevant event, and then do the action in the event callback. There is no documentation for the scripting API, but the C++ API is very similar: http://docs.banshee3d.com/Native/triggers.html. You might need to read some earlier manu...
by BearishSun
Sat Dec 23, 2017 8:39 pm
Forum: Editor
Topic: Editor Exe
Replies: 2
Views: 84

Re: Editor Exe

If compiling from source: BansheeEditorExec.exe is in /bin/x64/Release folder if compiling 64-bit using the Release configuration. 32-bit and other configurations are in their own respective folders.
If you downloaded the binaries: BansheeEditoExec.exe is in the Banshee Editor folder of the archive
by BearishSun
Tue Dec 05, 2017 10:55 am
Forum: General discussion
Topic: Double Precision Cooridnate Support for Large Mutiplayer Worlds?
Replies: 3
Views: 121

Re: Double Precision Cooridnate Support for Large Mutiplayer Worlds?

There is no double-precision support. It's a very specific feature so it's unlikely to be implemented soon unless more people request it.  It would certainly be possible to switch the scene graph to double precision if someone was so inclined (all coordinate data is handled through the Transform cla...
by BearishSun
Thu Nov 30, 2017 9:44 pm
Forum: General discussion
Topic: Interesting project!
Replies: 3
Views: 128

Re: Interesting project!

It will include all changes, and free visual studio works just fine. Although be aware that editor is not currently stable and you will experience issues.

Binary build is planned for v1.0 release which should happen in the first half of 2018.
by BearishSun
Thu Nov 30, 2017 7:43 pm
Forum: General discussion
Topic: Interesting project!
Replies: 3
Views: 128

Re: Interesting project!

Hi. PBR is implemented internally, but along with many other features it is not yet available as a binary download for non-programmers.

Built-in PBR materials will be available in the editor and custom materials can also be created using a shading language.
by BearishSun
Sun Oct 29, 2017 8:38 am
Forum: General discussion
Topic: Some questions
Replies: 1
Views: 177

Re: Some questions

You said somewhere it is not production ready, is that in relation to engine or editor? That's primarily aimed towards the editor, most of the low-level C++ should be fairly stable but there could still be issues in less used systems. Although in large majority of cases the issues are superficial a...
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