Charas-Project

  • Home
  • Help
  • Search
  • Calendar
  • Login
  • Register
*
Please login or register.

Login with username, password and session length
 

News:

New forum theme up and running!



  • Charas-Project »
  • Off-Topic »
  • All of all! »
  • The 360 Game Creator
« previous next »
  • Print
Pages: [1]

Author Topic: The 360 Game Creator  (Read 2581 times)

Offline Dreamspaced

  • Member
  • Initiate
  • *
  • Posts: 1
The 360 Game Creator
« on: September 03, 2005, 05:15:43 PM »


The 360 Game Creator is a completly self contained development environment. (With full support for standard media formats, including bmp/jpg/png/tga/.wav/mp3/ogg etc.

 

360 Map Engine.

 


A next generation 3D powered 2D tile based, multi layed, multi-map, engine.

 

Real Time Per Pixel Dynamic Normal Maped Unified Lighting.

 

Real time variable resolution multi-layered soft shadows.

 

100% Support for next generation GLSL OpenGL Shading Language, for a rich variety of stunning Fx.

 

360 Degree Rotation. Display the map at any angle.

 

Scaling. Zoom in or out at in real time, even while rotated.

 

Built In per-pixel normal map based Lightmapper with RayTraced Shadows, to allow your products to still have a next gen apperence even on very low end machines with 8mb Graphics cards.


 

GLSL Shader Baker. As above, but allows you to bake shader fx into the lightmap file, allowing low end cards to have the same look as high end cards, only not dynamically.

 
 

360 Map Editor.

 

A next generation Map Editor. The most streamlined, easy to use productive map editor in the world today.

 

Full support for all the major features of the engine, allow you to quickly create wonderful worlds for your games to take place in.

 

A full range of editing, lighting and scripting tools allow you to create any type of 2D game world your imagination can concieve.



3D Powered Gui/Mouse Driven Design. Maps are edited tirelessly using the mouse, allowing you to edit, rotate and zoom your masterpiece without having to touch a key.

 

Custom File format. A highly optimized loading/saving process, that collects all media used in a map, and compresses it and saves it alongisde the map into a single file ready for your use in your game.

Only media in active use is included, streamlining the design process, as you are not constantly having to trim down tilesets or other mudane tasks that get in the way of the goal of designing the next #1 piece of Computer entertainment.

 

Next Gen Gui. A style based gui, rendered using 3D hardware allows for transparant alpha based (And shader based on high end gpus Ala Windows Vista) guis meaning for once, a editor's gui does not interfere with the workfloat. In fact, it has been designed from the ground up to aid and streamline development.

 

TileSets. Quickly and easily load any tiles from within a folder (And it's sub folders) by pointing to the dir and setting any search wild cards. Tilesets loaded are converted into a map, allowing you to rotate/scale and pick the required tile.

 

Script Editor. A built in test bed for Game Scripts, allows you to quickly prototype and test new ideas using any of the many extensive features of the 360GC Suite.

 


A.I Agent System.

A Complet and diverse revolutionary Agent (Think Brain/Character) based A.I system, that allows for many complex and engaging set-ups.

 

Path Finding - A unique path finder that is heavily influenced by Influence Maps and Inter-Agent Relationships.

Just because you tell a agent to walk into a firestorm, doesn't mean he will.

 

Multi-tasking, weighted order system. Agents can be doing many(Unlimited) tasks at once, their unique brains deciding what is most important and feasible at any given time.

They even multi-task in their given output.

 

Example. Agent 1 Has Two Tasks. Goto Base, and Attack Player 1.

 

Goto Base has a high priority, Attack Player 1 a lower one. Because Task 1 has a higher prority, it will have first dibs on any function an agent can execute. The result is, the player will move towards the base, but because this paticular order has no bearing on his ability to look, and fire, he will actively engage the player if seen as he does so.

 

The result of this, combined with the revolutionary Influence Mapping and Pathfinding is an extremely life like A.I, that encourages flocking, inter-agent communication and information blooming.

 

The Matrix may not be a reality, but Agent Smith is right here.

 

And More.

 

Cinematics

 

360GC Features a fully integrated narrative, conversation system that is

shared amoung all agents, computer or player controlled.

This allows you to create any type of dynamic, interactive story based game you wish. From non-interactive cut-scenes, to fully dynamic, develope as you play stories with inter-agent co-op and more.

 

Including support for synced on-screen text, voice overs allowing you to

develope a story whatever your budget.

 

GameScript

 

An extremely powerful script engine, that has the full complete suite of

360 Game Creator engines availiable to it.

From within gamescript, you can load maps, render light maps, add lights, create game logic,add npcs and so much more.

Gamescript is more powerful than C++, thanks to the technology with have paired it off with.

 

Our technology is wrote and compiled to machine code for full speed and exposed to GameScript as a series of functions.

 

GameScript features many built in functions to rapidly speed up and streamline development, all the while a firm focus has been made not to restrict it's usage or to give every game a brush of the same stroke.

Everything you do will be unique, GS just makes it a million times easier than doing it in C++.

 

Gamescript is build upon the industary standard Lua Script Engine.

 

Lua Information:

Lua was created in 1993 by Roberto Ierusalimschy, Luiz Henrique de Figueiredo, and Waldemar Celes, members of the Computer Graphics Technology Group at the Pontifical University of Rio de Janeiro in Brazil. Versions of Lua prior to version 5.0 were released under a license similar to the BSD license. From version 5.0 onwards, Lua has been licensed under the MIT License.

Lua has been used in many commercial applications (e.g., in LucasArts' Escape from Monkey Island adventure game and robot control software) as well as non-commercial applications (like Angband and its variants). Some of its closest relatives include Icon for its design and Python for its ease of use by non-programmers.
[edit]

Features

Lua is intended for use as an extension or scripting language, and is compact enough to fit on a variety of host platforms. It supports a small number of atomic data structures such as boolean values, numbers (double-precision floating point by default), and strings. Typical data structures such as arrays, sets, hash tables, lists, and records can be represented using Lua's single native data structure, the table, which is essentially a heterogeneous map. Namespaces and objects can also be created using tables. By including only a minimum of data types, Lua attempts to strike a balance between power and size.

Lua's semantics can be extended and modified by redefining certain built-in functions in metatables. Furthermore, Lua supports advanced features such as higher-order functions and garbage collection. By combining many of its features, it is possible to write object-oriented programs in Lua.


Internals

Lua programs are not interpreted directly, but are compiled to bytecode which is then run on the Lua virtual machine. The compilation process is typically transparent to the user and is performed during run-time, but it can be done offline in order to increase performance or reduce the memory footprint of the host environment by leaving out the compiler.

This example is the bytecode listing of the factorial function described above (in Lua 5.0):

function (10 instructions, 40 bytes at 00326DA0)
1 param, 3 stacks, 0 upvalues, 1 local, 3 constants, 0 functions
    1   [2] EQ          0 0 250 ; compare value to 0
    2   [2] JMP         0 2     ; to line 5
    3   [3] LOADK       1 1     ; 1
    4   [3] RETURN      1 2 0
    5   [6] GETGLOBAL   1 2     ; fact
    6   [6] SUB         2 0 251 ; - 1
    7   [6] CALL        1 2 2
    8   [6] MUL         1 0 1
    9   [6] RETURN      1 2 0
    10  [7] RETURN      0 1 0
[edit]

Applications

Lua features prominently in many games, such as World of Warcraft, a massively multiplayer online role-playing game, where users are able to customize its user interface, character animation and world appearance via Lua, and Bioware's Baldur's Gate series and MDK2 video games, where it is used as a module scripting language. It also appears in some open-source games such as Daimonin and the roguelikes ToME and H-World.

Therescript, used to drive the vehicles and animations in There, is a slightly modified version of Lua.

The window manager Ion uses Lua for customization and extensibility.

A list of projects known to use Lua is located here.http://www.lua.org/uses.html

 
Logged

Offline Sephiroth12317

  • Boo!
  • Acolyte
  • *
  • Posts: 432
  • Not much to say..
(No subject)
« Reply #1 on: September 03, 2005, 06:21:56 PM »
So this is a game maker that is 3D?
Logged
There's something on the wing! Some.. Thing!

Offline X_marks_the_ed

  • trygtt o sizg msw kisg
  • Royal
  • *
  • Posts: 4,394
  • WHAT THE WHY ARE THESE BUTTONS
(No subject)
« Reply #2 on: September 03, 2005, 06:48:52 PM »
First posts go in Test and Welcome. For introducing yourself! _veryangry_  _veryangry_  _veryangry_
Logged

Offline Bluhman

  • Global Moderator
  • Royal
  • *
  • Posts: 4,977
(No subject)
« Reply #3 on: September 03, 2005, 07:12:00 PM »
Shh! This one has potential!
Logged

Offline WarxePB

  • Action Sue
  • Royal
  • *
  • Posts: 3,601
  • What killed the dinosaurs?
    • The Gigaverse
(No subject)
« Reply #4 on: September 03, 2005, 08:18:25 PM »
This is technically advertising, but it does look cool. Maybe this should be posted in General Programming?
Logged
Blog: The Gigaverse
Twitter: Initial Chaos

Offline Drace

  • Sage
  • *
  • Posts: 5,199
(No subject)
« Reply #5 on: September 03, 2005, 08:22:12 PM »
Quote
Originally posted by X_marks_the_ed
First posts go in Test and Welcome. For introducing yourself! _veryangry_  _veryangry_  _veryangry_


Is he requesting? NO!

Anyhoe, WOW!
Logged


Offline Drighton

  • Acolyte
  • *
  • Posts: 419
(No subject)
« Reply #6 on: September 03, 2005, 09:22:53 PM »
Broken image Links!  :guns:
Logged

Offline Meiscool-2

  • Sage
  • *
  • Posts: 7,030
  • If you support n00bs, you support communism.
(No subject)
« Reply #7 on: September 04, 2005, 01:51:14 PM »
3D game makers are far to confusing, and not as fun as the classic 2D look. Of course, the only 3D i've ever tried was RPGmaker 2 for the ps2, and by God that was hard. I finally made and ABS for it after having it for nearly 2 years. Then, you have to make seperate mappings for things in 3D games. First, you must make the map itself, then put in 'inactive events', then make another maping with active events.

Just takes to long to do anything good with a 3D maker in my opinion.
Logged
Most Recent:

________________________
Old Stuff:

  • Print
Pages: [1]
« previous next »
  • Charas-Project »
  • Off-Topic »
  • All of all! »
  • The 360 Game Creator
 

  • SMF 2.0.10 | SMF © 2015, Simple Machines
  • XHTML
  • 2O11
  • RSS
  • WAP2
  • Simple Machines Forum