{"assets":[],"author_link":"author\/alwaysgeeky\/","author_name":"AlwaysGeeky","cat":"LD #23","categories":["LD #23"],"comments":[],"epoch":1334647620,"event":"LD23","likes":7,"metadata":{"p_key":"77694","p_author":"AlwaysGeeky","p_authorkey":"0","p_urlkey":"286545","p_title":"My source engine","p_cat":"LD #23","p_event":"LD23","p_time":"1334647620","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1334880000","event_key":"10","event_name":"LD23"},"source_url":"2012\/04\/17\/my-source-engine\/","text":"<p>Hi, as per my previous post\u2026 I am sharing my library\/engine code that I will be using for my Ludurm Dare at the weekend.<br\/>\n<a href=\"https:\/\/www.dropbox.com\/sh\/a0syqrxiqpxrsmr\/Z7Mgj5KR5e\/Juice.rar\" title=\"Juice Engine\">https:\/\/www.dropbox.com\/sh\/a0syqrxiqpxrsmr\/Z7Mgj5KR5e\/Juice.rar<\/a><\/p>\n<p>It is called The Juice Engine\u2026\u00a0(clich\u00e9 I know)<\/p>\n<p>It is basically a number of\u00a0projects\u00a0that get compiled into static libs that I can easily and quickly\u00a0include\u00a0in a game project and make easy use of the functionality.<\/p>\n<p>Included is:<\/p>\n<p><strong>OpenGLRenderer<\/strong> \u2013 This lib just wraps up the OpenGL calls so I dont have to have graphics code splattered all over my game code.<br\/>\n<strong>OpenGLGUI<\/strong> \u2013 This lib contains objects that allow me to create basic windows-like GUI objects, so I can easily prototype with user interaction during development.<br\/>\n<strong>ModelLoader <\/strong>\u2013 Supports for loading and rendering OBJ models, MS3D models and also keyframed skeletal MS3D animations.<strong><br\/>\n3DMaths<\/strong> \u2013 Pretty obvious\u2026 it has Matrices, Vectors, Quaternions, Planes, and Beziers.<br\/>\n<strong>WindowsFramework<\/strong> \u2013 A window wrapper class around creating Win32 Applications.<br\/>\n<strong>Utils<\/strong> \u2013 Includes helper classes for things like timing, interpolation, random numbers, etc\u2026<\/p>\n<p>I make no claim about the completeness or reliability of my engine. Mostly when\u00a0writing\u00a0it over the past years I have\u00a0favored\u00a0readability and understanding over speed\/performance and optimization. Also there *could* (almost certainly\u00a0are) be many bugs throughout\u2026<\/p>\n<p>I have thought about packaging and releasing my engine in some form previously, but never had the time to tidy things up and get around to it. After this Ludum Dare I might release an improved version, since I will most certainly be adding lots of functionality over this weekend, since I am planning to make something using voxels. (Read: My OpenGLRenderer will need Mesh support for that :P)<\/p>","time":"April 17th, 2012 7:27 am","title":"My source engine","title_was_empty":false}