05-05-08, 20:53 | #1 | |||
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Joined: Feb 2006
Posts: 537
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IrisEngine
Hi,
the origin of this thread is in this one: http://www.tombraiderforums.com/show....php?p=2685815 What this is all about: I'm working with a few people on an open source clone of the classical TR engine with a custom level editor alongside it (codenamed "IrisEngine"). This would allow you guys to extend the game endlessly with new gameplay and even upgrade it with the latest technologies like bumpmapping, vertex- and pixelshaders, etc... As you may have already noticed, it's going to be similar to FexEngine, but much more open and it will run on multiple platforms (Windows, Linux, Mac initially, but it will port flawlessly on any platform that supports OpenGL). The engine and level editor are coming along pretty nicely and I'm in regular contact with Turbo Pascal to ask for his advice. (thanks btw.) I'm hoping to release a first alpha version at the end of august. I hope you guys don't get too impatient, but think about it this way: we've waited all these years for the sourcecode and it didn't come. I don't think Eidos will ever release it and even if they did, it would probably be outdated, messy and not very useful in general. It figured it's time for me to get off my (sometimes) lazy butt and write it myself. Ofcourse there's the problem of legal issues, but I'm going to release it as a general engine which can be used as the base for all sorts of action-adventure/platform games. Hey, if you happen to use TR models / textures in it by accident, don't blame me You can always ask questions about the project or progress btw. After all, it's you guys that are going to use it afterwards. Feel free to even post some features you want in it, but remember that this is going to be open source: even if you don't like it, you can still change it yourself. Anyway, know that there's something new on the horizon... Now I will answer deactivated's questions here to continue the discussion: Quote:
Quote:
Quote:
Jeroen Last edited by godmodder; 05-05-08 at 21:03. |
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05-05-08, 21:11 | #2 |
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Joined: Jun 2007
Posts: 26,911
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Sounds promising !
Can't wait to see what the TRLE-programmers can do with it. Good luck! PS: I like the name 'IrisEngine' . |
05-05-08, 21:28 | #3 |
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Joined: Nov 2007
Posts: 4,657
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awesomeness!!!
hey, **just a suggestion** but when you finalize this before releasing to the public, can you show the difference of the engines (IrisEngine vs TRLE engine) so that we have a clue what the difference is? pwetty pwease? |
05-05-08, 21:41 | #4 |
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Joined: Jun 2006
Posts: 10,327
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Great .. look forwards to seeing it
how will it look as far as graphics? like the originals or closer to the higher end of the scale? |
05-05-08, 21:43 | #5 |
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Joined: Jan 2007
Posts: 3,733
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There are many sceptics.....can you show us jsut a little hint so we dont become so sceptical. No offence and I appreciate the work but its just words- we need some proof.
Keep it up thoguh dont get me wrong |
05-05-08, 22:03 | #6 |
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Joined: Jul 2007
Posts: 212
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Yeah, no offends mate, but I'd really like to know that You're not just talking!
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05-05-08, 22:11 | #7 |
Inactive
Joined: Aug 2007
Posts: 646
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Sounds interesting and promising, but I agree with Stranger1992
As I read in the topic 'Get ready for a TRL/TRA engine' , someone asked (i think, excuse me for not remembering) if you could include Meta options in the engine. Is that possible? |
06-05-08, 14:54 | #8 | |
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Joined: Apr 2006
Posts: 258
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Quote:
I'm even willing to bet they would release it around August, to defuse guys like you. Last edited by deactivated; 06-05-08 at 14:58. |
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06-05-08, 15:01 | #9 |
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Joined: Jul 2006
Posts: 1,556
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Can't wait to see some screenshots of the program!
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06-05-08, 15:15 | #10 |
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Joined: Mar 2005
Posts: 2,378
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Normally it takes a lot of people and time to build an engine. I dont think it will be easy but if you have the skills, well surprise me. If it will be better then we have now then I would use it defenitely. My wishes are more in the graphics department instead of gameplay or animations.
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