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Auross Engine / News: Recent posts

Re-write

I already posted on the Auross Blog about it, but Auross is being re-started from scratch, due to some lessons I've learned about software design from another project (some of the code from that will probably end up in Auross eventually, actually).

Anyway, I'm currently working on a vector-math library, that has all the data types and functions supported by GLSL (except the noise and texturing functions, and ftransform()). I might put it up on SF as a seperate project, depending on how comfortable I feel using it once it's written.

Posted by PaladinOfKaos 2007-01-31

Almost ready for alpha release of Core

The core library is nearly complete, or at least complete enough for an alpha release. The file-handling system is nearly done, and that's really the most important part of the Core system.

I've got a couple more things to do in the file-handling system, and the rest of it is all data-type stuff. Matrices, Vectors, etc. I can put those off for quite a bit longer, though.

Posted by PaladinOfKaos 2006-12-04

Source is in SVN

I've got my current source code in the Subversion repository. YAY!

Now all that's left is to actually code everything.

Posted by PaladinOfKaos 2006-11-21

Auross has arrived at SourceForge

Auross is a fully object-oriented, multi-threaded, system-independent game engine written in C++. It is built around several different library levels, allowing other applications to easily integrate the low, mid, or high-level sections of the engine without having to manually strip down the code base. Scalability and extensibility are the two most important aspects of the engine design.

Posted by PaladinOfKaos 2006-11-17
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