Development of the C4 Engine is led by computer graphics author Eric Lengyelwho is also the founder of Terathon Software. Although in development sporadically for several years beforehand, the engine was first made available under a commercial license in May, Due to changing market conditions, the C4 Engine was retired inbut an announcement has been made that it is returning in The architecture of the C4 Engine is that of a layered collection of software components,  in which the lowest layers interact with the computer hardware and operating system, and the higher layers provide platform-independent services to the game code.
While a considerable portion of the engine is dedicated to 3D graphics, there are also large components dedicated to functionality pertaining to audio, networking, physics, input devices, and scripting. Documentation for the engine is available online through a set of API web pages and a wiki.
The engine is capable of rendering with several different types of light sources and shadowing methods. Shaders are created in C4 using one of two available methods, both of which isolate the user from the shader code required by the underlying graphics library. Simple shaders can be created by specifying a set of material attributes such as a diffuse reflection color, a specular reflection color, and a group of texture maps. The engine internally generates the necessary shader code for each combination of material and light type that it encounters when rendering a scene.
Material attributes can be used to produce effects such as normal mappingparallax mappinghorizon mappingand bumpy reflections or refractions. C4 also includes a graphical Shader Editor that allows complex custom materials to be created using a large set of predefined operations. Materials created using the standard material attributes can be converted to custom shaders to serve as a starting point in the Shader Editor.
The terrain capabilities of the C4 Engine are based on a voxel technology,  allowing full 3D sculpting to produce features such as overhangs, arches, and truly vertical cliffs that would not be possible under a conventional height-based terrain system.
Triangle meshes are generated from voxel data using the Marching cubes algorithm, and seamless multiresolution level of detail is made possible by using the Transvoxel algorithm to stitch together regions of differing resolutions. The engine is capable of rendering a large variety of special effects, including particle systemsprocedural fire, electrical effects, volumetric fog, and weather phenomena.
The engine does not provide the capability to design custom post-processing effects. The C4 Engine can play sounds stored in the WAV format using bit mono or stereo sampling, and audio data can be played from memory or streamed from disk. The engine plays sounds using a custom mixer that provides capabilities such as frequency shifting, Doppler effectreverberationand atmospheric absorption.
Multiplayer gameplay in C4 is supported by a two-layer messaging system that uses the UDP protocol to communicate among different computers connected to a game. The C4 Engine has a native physics engine which can be used or allows the option for implementing a 3rd party solution instead.
The C4 Engine ships with basic game development tools required to make a modern game.
Each tool is packaged as a plugin module that exists separately from the engine itself. Many tools make use of the comprehensive graphical user interface system provided by the engine so that a consistent interface is presented to the user across multiple platforms. The World Editor tool is a 3D content creation application that is typically used to create game environments for use with the C4 Engine.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Let us go back to the year Game Gunship published by MicroProse in It was during that year NovaLogic published the game Comanche.
Game Comanche published by NovaLogic in The graphics were breathtaking for the time being and in my opinion 3 years ahead of its time. You see many more details such as textures on mountains and valleys, and for the first time a neat shading and even shadows. Sure, it's pixelated, but all games in those years were pixelated. Comanche uses a technique called Voxel Spacewhich is based on the same ideas like ray casting.
Hence the Voxel Space engine is a 2. The easiest way to represent a terrain is through a height map and color map. These maps are periodic:. Such maps limit the terrain to "one height per position on the map" - Complex geometries such as buildings or trees are not possible to represent.
However, a great advantage of the colormap is, that it already contains the shading and shadows. The Voxel Space engine just takes the color and doesn't have to compute illumination during the render process. For a 3D engine the rendering algorithm is amazingly simple. The Voxel Space engine rasters the height and color map and draws vertical lines. The following figure demonstrate this technique.
With the algorithm above we can only view to the north.
Panta Rhei (game engine)
A different angle needs a few more lines of code to rotate the coordinates.In this article, we'll look at some of the most popular game engines for video game development. You'll get a brief overview of each engine so you can choose which to use for your project. Probably the most popular engine, Unity, has its own article here.
Check it out and learn all about its many features. GameMaker Studio, previously known as GameMaker, is a cross-platform game development software primarily focused on creating 2d games using drag and drop action sequences or a scripting language known as Game Maker Language GML.
Each game needs at least one room which is used for both menus and levels, and the transitioning between each. Unreal Engine is a cross-platform game engine developed by Epic Games. The Unreal Engine was initially developed for the FPS title Unreal, but has been subsequently used for many thousands of commercial and non-commercial titles.
The script was written and programmed by Tim Sweeney, also the creator of another scripting language, ZZT-oop. Epic make the majority of their codebase freely available via their Github, although source for closed platforms such as the Playstation 4 and Xbox One is only available for registered platform developers.
Unreal has gone through 4 major revisions. Although some code is common between releases, each major version is a separate engine and projects cannot be moved between them. Within each major engine release, there are multiple minor versions. Pygame is an open source, cross platform python library used for game development, written by Pete Shinners.
The project started in the year as a result of the death of PySDL. The Pygame library version 1. LibGDX supports both 2d and 3d game development, and is written in Java. Phaser is an open source framework for developing HTML5 games for desktop and mobile. You can read more about it on their website here. If you've heard of Minecraft, chances are you've also heard of and used Forge. It allows you to mod your Minecraft game to make it do a bunch of cool stuff. Check it out in this article here.
The Terasology project was born from a Minecraft-inspired tech demo and is becoming a stable platform for various types of gameplay settings in a voxel world. The creators and maintainers are a diverse mix of software developers, designers, game testers, graphic artists, and musicians. We encourage others to join!
Terasology is an open-source platform for gameplay of any kind in a voxel world. The reason behind that is the fact that Terasology itself is not a finished game! Do not worry though, there are loads of modules constantly developed by the multidisciplinary team.
This makes the environment especially lively and it really empowers the community spirit. This is not some random product made by a greedy multinational, this is the work of a team. A team with a passion.
Everytime I try to add a resized ModelInstance of a Model made in 3ds max to a Bullet world, I keep getting the same model, with no modified scale. This is my current code:. However, the position component of the transform I get is always correct it spawns where "obj" is! Although it depends on the type of body, in general scaling and physics should be avoided.
Normally scaling a body does change its volume and therefor affects its physics properties. So the correct answer would be to "bake" the scaling in your modeling application depending on the application it might be called "freeze transformation" or alike or take the scaling into account when creating the btCollisionShape e.
That being said, it is possible to scale collision shapes. For example a btCompoundShape has a method called setLocalScaling to apply a scale to its child shapes.
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Also note that the scaling component in the matrix used by the motion state is ignored. Learn more. Asked 6 years, 4 months ago. Active 6 years, 4 months ago. Viewed 3k times. Lestat 9, 5 5 gold badges 34 34 silver badges 67 67 bronze badges. Active Oldest Votes. Xoppa Xoppa 7, 1 1 gold badge 18 18 silver badges 33 33 bronze badges.
Thanks for the answer, Xoppa, but I am trying to resize a model in game creating a couple of modelinstances of it before adding them to the Bullet world as dynamic objects, so apparently there is no problem in scaling them, isn't it?
However, I can't manage to do it. Scaling a ModelInstance can be done using instance. Of course if you update the transformation matrix in the MotionState, you'll have to reapply the scale. You can avoid this by scaling the root node assuming you have one root node : instance. Ok, doing what you said in the last comment worked perfectly.
You just have to apply that scale to the BulletEntity. How do I set the comment to be the accepted answer? Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name.
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Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. This is more a conceptional approach question then the search for an implemented solution, since I was unable to find proper hints via google or similar. Given you have a 3D world that is encoded as voxels. So basically you have your 3D matrix were each position in the matrix is either solid or void for simplicity.
Now you look with your camera onto this cloud form a given in my case fixed for an isometric perspective angle. For each non void coordiante I draw an isometric projected block due to my choosen fixed camera anglewhile leaving void coordinates empty. Of corse I want ot omit to draw coordiantes that are not vissible, so I alread exclude coordiantes that the camera would not see.
But I also want to omit coordinates that would be hidden by other blocks, which are in the perspective closer to the camera. I currently solve this by choosing a specifc camera angle that ensures that a block at coordiantes 0,0,0 would occlde a block at -1,-1,-1; -2,-2,-2; -3,-3,-3; and so on is that clear enought or should I add an image to explain? This is a rather cheap trick but it works and makes rendering faster as I have only to do a trace for each visible coordiante on the screen and draw the first non void coordinate in that trace.
I saw this solution also used in Gnomoria for instance. But I am wondering, if anyone has some keywords or hints if there is a more general approach to solve this occlusion problem without falling back using cheap camera tricks.
It is similar to the method used for lighting occlusion in roguelikes. Sign up to join this community. The best answers are voted up and rise to the top.
Asked 6 years, 9 months ago. Active 6 years, 9 months ago. Viewed times. The problem is as follows: Given you have a 3D world that is encoded as voxels. Kailrim Kailrim 51 4 4 bronze badges. Active Oldest Votes.If you have the ability to create some cool features, filters or technologies, contributing your code to the engine provides those features to everyone.
Your contributions may even be given the spotlight in the news! Major contributors are given special ranks on the forum as a mark of respect for their generosity toward the engine. Documentation is essential to understand the engine and its capabilities. Maintaining complete and up-to-date information helps everyone utilize the engine effectively and makes learning how the engine works a much easier task.
Whether it's a spelling correction or a complete page, every little helps! Reporting problems with our engine ensures something gets done.
It only takes a few minutes to submit an issue on github and starting the process. These reports keep our engine stable. Bug reporting is important! A free, open source game engine, made especially for Java game developers who want to create 3D games using modern technology.
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The software is programmed entirely in Java, intended for wide accessibility and quick deployment. Get Started. JMonkeyEngine version 3. With it came exciting new features: AppState ids, light-probe blending, a better ragdoll control, and an animation system rewritten from the ground up. As often happens, a few key bugfixes missed the cutoff for v3. In its wake, the JMonkeyEngine team came together and identified a handful of existing fixes that could be safely backported into v3. Physically Based Rendering.
Create realistic beautiful materials that make your game look modern and professional. AppStates are the building blocks for your application. They help you separate your application into logical parts and can be used to quickly extend the base application. They can also be reused in other applications so you will quickly build your own library of AppStates and integrate publically available extensions easily into your application. Filters and Effects. Fantastic Community.
Our community is second to none, and full of knowledgable helpful members. Software Store. Browse the store for free assets created by the community.I do get it, it depends on what your starting corner is. I actually do like that maps start at 0,0 top left and left to right.
FreeCol: FreeCol is a turn-based strategy game based on the old game Colonization, and similar to Civilization. The objective of the game is to create an independent nation. Designed to act as a use-exactly-what-you-need, no-assumptions framework, WraithEngine is versatile enough to act as a library within other tools or projects, or a full fledged standalone game engine. So far I feel Player belongs to a scene and should be placed in classes that represent levels like Sandbox class. Also I feel entities player, enemies and other things should be a part of scene only.
Check out the screenshots and the game play video. A 2d space game where you can explore the galaxy and where you can make friends or enemies with other species.
This game is currently WIP. Scuba Diving Game - 3th semester project developed at the Paulista University. Add a description, image, and links to the java-game topic page so that developers can more easily learn about it. Curate this topic. To associate your repository with the java-game topic, visit your repo's landing page and select "manage topics.
Learn more. Skip to content. Here are public repositories matching this topic Language: All Filter by language. All Java Kotlin 1. Sort options. Star Code Issues Pull requests. I actually do like that maps start at 0,0 top left and left to right, Read more.