Clover engine open sourced!
Our game engine is now released under the MIT license!
Get yours today from https://github.com/crafn/clover
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@projectclover-blog-blog
Clover engine open sourced!
Our game engine is now released under the MIT license!
Get yours today from https://github.com/crafn/clover
Dynamic destruction, yay
Tech preview released!
Download here
Graphics editing using Blender extension
Real-time physics editing in Blender
First view of the in-game editor
Plans
At some point of game development delivering the product to the customers has to be thought. For Clover that time is now!
We've been planning that the first release will be a tech preview, an alpha-like version which contains only essential features and tools for modding and content creation. It'll be updated with relatively stable features and gameplay content. Storyline and that kind of features probably aren't added to the tech preview.
We'd also like to accept prototypes and mods built by users because it's hard to get all the great ideas by yourself :p So forums or similar can be expected sooner or later after initial release, depending on response.
All that for free of charge of course, although there'll be a voluntary funding at some point if people get interested.
50 000 lines of code
Yay, there are now 50 000 lines and almost 500 source files of C++. That should be reason enough to make a new post :p Without further ado, here's a small peek for the things we've done during the past months:
Resource system has been refactored to be more automatized (with templates and traits). Now adding a new resource type is much easier than before. Also unloading and reloading resources during the game are supported for every resource type.
Physics system: collision filters, -callbacks and materials
Minimal inventory implementation
Next to-do:
Resource editor in which models, materials etc. can be modified during the game. There'll be a video update of it when it's usable.
Refactor world entity system to be component based, which will make iterating faster with less bugs. World entities should be able to be created at runtime in the editor.
Node-based animation system
Also, our audio guy Niko is doing some background ambient tests, one of which you can hear in the latest video.
-crafn
A collision sound system is quite ready; physics objects have their own materials, which form material pairs which in turn have their own collision sounds. (Only one sound used for now.)
There's also a simple world generation in operation.
Day-night cycle with lights and colors to achieve the right mood. (These are not final graphics!)
GUI system (Part 1)
Dynamic saving, loading and physics optimization
A few new features are ready:
If you wonder in what kind of situations those connections mentioned in the video will get tricky, a case in point would be teleports. Teleports have a connection to each other and if only one of them is loaded in the world, teleporting to other is impossible and that isn't supposed to happen. But that's an issue that has already been solved and needs only to be implemented :P