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Releases: tyduptyler13/MyEngine

Alpha-7

01 Mar 21:50

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This release cleans up some of the previous code, adds SphereGeometry, and has internal changes to the renderer.

Overlay Release (Electron)

06 Feb 22:55

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The engine is now bound to electron for its native build. UI work is now possible and easy to create.

See the package below for downloads. This is a complete installation and has no external dependencies. (Only works on linux)

If you would like to toy with the build, find ui.html in resources/app and edit it to your liking. Keep in mind that creating things that would extend beyond the sides of the browser window will appear the same way in the UI (gross scroll bars). So avoid that as much as possible as scrolling and control of the UI is not yet possible.

Birth of the web client

16 Jan 23:02

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Finally got the web client working.

Alpha 4

20 Dec 23:32

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This is the first release that is designed to be run through node.js.

The demo available allows you to play with nodejs to import objects and view them with the Normal Shader. (Only shader implemented for now)

If you would like to modify the code, edit test/core/BasicExample.js or write your own test and copy the basics from this file.

Requirements

  • You must have node.js installed!
  • You must be on linux to run this demo (it isn't yet available for windows or mac)

Running

Run node test/core/BasicExample.js and the program will start. Node must be run from the directory that the tar is unpacked (so MyEngine.so and nbind.node are in the same directory you are running node from)

Alpha 3

06 Dec 01:26

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In this release, basic object importing is now available. (Still need generic shaders for anything more advanced which will come soon)

To run the binary you will need BasicExample, libMyEngine.so, libassimp.so, and suzane.obj thus they are all collected into a tar.

The example still only runs on linux for the moment. (It could potentially compile and run on windows, we just don't have it setup)

Alpha-2

02 Dec 22:48

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Migrated the engine to use GLFW3 over SDL2 for its improved compatibility with Vulkan, Opengl ES 3, etc. This was also done because we weren't using the majority of SDL's full potential and only really wanted the cross platform window management.

The engine is also migrated to be a dynamic library from now on. This is required anyways when we introduce electron as the primary toolkit for managing the screen overlays.

(The release only contains a linux release for now, we will add windows support soon.)

Alpha-1

29 Nov 20:47

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This release marks the first working version of the library. It contains enough features to adequately render without any external shortcuts or help.

  • Scene Graph is based on Three.js with some mutation for C++ and internal adaptations
  • Shaders are completely custom and written to use node based programming and a glsl-optimizer to ensure the shaders use as little footprint as possible while still being easy to create and manipulate.
  • BoxGeometry is implemented as it was in Three.js. (Considered part of extras but used for testing the first version)

The test/demo is attached to this release. A simple cube of dimensions 10, 10, 10 and side segmentations of 8, 4, 2 with a normal shader applied. The cube will spin and the demo will run until closed. This release only contains a linux binary. Future releases are expected to contain windows and linux.