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Galactic Engine 2

prealpha

by dminator


New 3D game engine. Currently actively in development.


http://ge2.sourceforge.net





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  • Galactic Engine 2 version 0.51 (pre-alpha)

    Galactic Engine 2 is a new 3D game engine. Currently actively in development. This version major addition is new engine testing framework. New features: -Added new engine testing framework -Added new dependencies folder which includes all the libraries required for building engine -Now List and RefList collections include GetIsEmpty() and GetHead() functions. -Now when you specify game version or application name for GE2 Game class, this gets automatically set to the window title. -Added a function that can remove existing key from the hashmap. -Added new folder where Engine samples would be kept and hopefully updated with each version.The first sample is an empty (minimum) project. -Added new texture manager. Not it uses libpng instead of DevIL. Part of the DevIL remains in texture resize functionality. Fixed: -Fixed some problems with contract documentation. -Fixed issue with performance that left different color value after drawing performance graph Changed IsMemoryOK to IsMemoryNotOK to better represent the actual check for the contract. -Imporoved rendering performance for font rendered (when text for rendering is created from va-args) -Fixed some problems with HashMap - the incorrect length output, NULL pointer exceptions and added few more safety checks. -Changed HashMap function, it now uses single function for searching keys in the tree.

    posted by dminator 316 days ago

  • Galactic Engine 2 version 0.50 (pre-alpha)

    The major addition to the version 0.50 is the addition of new GUI system (still in testing) Additional changes: New features: -Added new StepInto command for the config. This allows to StepInto to next unstepped block. -Added new Vertex2d reading for the config. -Added Clone function for the list. -Added new ReferenceList class. It uses external memory storage and doesn't allocate memory for object, just stores it (something like std::list). -Added a function that returns config block name and function that generates config block debug data. -Added new triangle table to the trig table list. It holds smooth interpolated values in ranges from 0..360 degrees. -Added new String split function. It allows to split one string into array of strings by using a separator character as divider. -List - added function to put element to the top (end of the list). -Added new compare operator to the String class. -Added new generic HashMap implementation. -Added new FlexibleArray generic type prototype for the engine. It should allow to dynamically access parts of the array. -Added new RenderData2 structure to the main project. -Added new DebugManager. It adds additional ways to debug memory. Such as break point at the memory request place. -Updated input manager . The mouse events now pass the button pressed as object. -Added new StackWalker used to debug the program more easily. It was created by Jochen Kalmbach. -String implementation is rewritten with additional documentation and contracts. A new feature includes ability to insert into any specific part of the string as well as to remove a portion from it. -Added FastDelegates made by Don Clugston. Fixed: -Remade the event and stateManager system. -Fixed config reading problems when it didn't show all the fields. -The Config now returns list of fields for specific block. So they can be later easily iterated and read from. -Fixed issues when Textures tried to free default texture, making it further crash or leak. -BlockField now returns UV coordinates from the config group. -String can now be generated from dynamic array of chars, or subString of existing string , also dynamic conversion to int or float is added. -Fixed an issue when reading floats from config group. The floats with negative numbers caused application to hang. -Fixed issues with DynamicArray. The initial dynamic array version used memcpy for cloning arrays.

    posted by dminator 377 days ago

  • Version 0.48 FreeType2 support added

    The major addition to the version 0.48 is freetype2 support for true type fonts. Additional changes: New features: -Added new string class. -Added new basic generics system. -Added new Compare function for the string class. -Added a little wrapper function that will allow more easily generate the raw pixel data for custom texture. -It is now possible to assign or create custom texture based on another custom texture without a problem. -Removed obsolete old Log functions, that aren't used anymore. -DynamicArray now clears data after construction. -Extended DynamicArray functionality (it now separates creation/construction and destruction/deallocation) required for dynamic resizing. Also added new List class. Fixed: -Fixed a problem when list didn't clear the head and last pointers properly. -Now the lightmap stage also has depth mask enabled state, like it should be.

    posted by dminator 895 days ago

  • Version 0.47

    The GE2 Version is iterated to 0.47 Added new features: - Contracts to the config system - Special log message for memory leaks - Added both the material and renderData support for range rendering. This allows to render only a portion of the renderData instead of the whole data. It can also be used to render using external index array. - Added new Custom Texture class, that allows to use special user defined textures. - Added support for controlling gamma/brightness/contrast. - Added new special AnimatedTexture support - Remade the structure of the project files. It should make including the engine files much easier and intuitive. Fixed: - Fixed issues when using multiple texture stages for render data. The new stage was created incorrectly which has caused crash when freeing data at exit. - Small typo, when getting render data vertex. Caused error when no normals were created. - Fixed minor bugs in material parsing. Which caused issues when reading quake radiant specific shader commands and when reading sky box shader info. - Fixed some bugs, and added support for single texture material. That loads a texture with a same name if material is not found. - Added correct way for materials to do reference counting, and fixed the material loading, which didn't load the texture instead of material when no data was found in the preparsed material list. - Fixed minor issues with render data structure. The problem caused most of the material animation to be ignored it only a fraction of the render data was used for rendering. - Fixed texture delete functions. At the beginning I used malloc to allocate them, but after started to use new/delete. Some parts like this still wasn't changed and caused problems. - Fixed the problem with the texture mode that didn't change when was set from the config and caused crash if it wasn't found. The Material renderer now correctly parses multiple texture modification stages stages.

    posted by dminator 923 days ago

  • Galactic Engine 2 first commit

    Galactic Engine 2 (GE2) was under development for less then a year, and took the first engine as a base from where to start. It was fully rewritten however. Recently I have decided to add it to the Sourceforge to further improve development process. So here it is. Still allot of things had to be done, but at least the first step is made. Right now the engine is not suitable enough to be used anywhere, it doesn't have any installation instructions, documentations and it only works with MSVC 6 and win32 platform. But I hope it would become much more universal in the future.

    posted by dminator 962 days ago

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