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Mike Stoddart <[EMAIL PROTECTED]> described the package as follows:
License: lgpl
Other License: 
Package: Habitat 3D Game Engine
System name: habitat
Type: non-GNU

Description:
"Habitat" is my experiment at making a simple OpenGL based 3D game engine. I'm more 
concerned with learning how the various parts of a game engine work together than 
becoming an OpenGL expert. My main goal is to create a flexible engine that can be 
used for many types of games.



The Habitat Game Engine consists of several components:



- Core Engine

- Audio Engine

- Input Engine

- Render/GUI Engine

- Game Engine

- Network Engine

- SDL Engine

- Win32 Engine

- Console Engine

- Test Applications



Individual projects may only need certain components. For example, a server 
application might use the Core, Network and Game engines.



The Habitat Game Engine uses the following libraries:



- FMod for audio support.

- Lua/ToLua for scripting.

- SDL for OpenGL, window and input support.

- TinyXML for some data files.



The following keys are available in this demo.



tab        - toggle the console.

F1         - toggle the about GUI.

F2         - toggle the test GUI.

escape     - exit the application.

wasd       - move the camera.

down arrow - scroll the console/text areas down a single line.

up arrow   - scroll the console/text areas up a single line.

page down  - scroll the console/text areas down a page.

page up    - scroll the console/text areas up a page.

home       - jump to the beginning of the console/text areas.

end        - jump to the end of the console/text areas.

ctrl+home  - jump to the beginning of the text field.

ctrl+end   - jump to the end of the text field.



The in-game console can be used enter Lua scripts. Note that not all keyboard symbols 
are supported yet. Errors resulting from script compilation are displayed in the 
console and in the log file. To quit the demo, type Quit() into the console and press 
enter. Note that Lua is case-sensitive.



The current GUI components are very basic, and look poor when rendered. I may switch 
from rendering OpenGL quads to drawing bitmaps for components such as frames, text 
fields and text areas. This will allow some sort of "theme" system to be implemented 
and will allow for much nicer looking interfaces. So for now, please don't comment on 
the ugliness of the interface.



Source code and demos are available from:



http://prodigy.openglforums.com/downloads/HabitatLinuxDemo.tar.gz

http://prodigy.openglforums.com/downloads/HabitatWindowsDemo.zip

http://prodigy.openglforums.com/downloads/HabitatSDK.zip



Other Software Required:
SDL, TinyXML, FMOD (not completely free, but can be replaced with something like 
SDL_Mixer), SDL_Image

Other Comments:



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