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Home Page: http://xlengine.com/
XL Engine
Home Page: http://xlengine.com/
I would just like to add issue to support linux (also to show interest in project).
Know you mentioned it will take some time.
The current panel is placeholder and needs to be finished.
Vsync currently adds a large amount of input latency, this is due to the fact that the game rendering and main thread are not properly synced, which means that input does not get updated correctly when vsynced. While the games play 'ok' even still, input has noticeable latency.
In addition non-vsynced frame limiting should be supported to avoid taking up 100% CPU on powerful systems.
The Sound system is currently barely working and only supports single shot 2D sounds. Finish the looping and 3D sound support and upload to the repository.
Make sure sound works correctly in working games.
Both Gameloop.cpp and Services.cpp refer to a "sound/sound.h" - which is missing from the repository. I would also like to work on this project, and I request that these files be exposed so that I may add to this project. I am still a student - but I believe I have what it takes to work on a project like this. I have installed the Freetype and GL libraries, but I believe the only thing I need to compile this project is Sound/*. I am also new to this GitHub stuff so if I am doing something incorrectly - feel free to let me know. Thank you.
Currently even the OpenGL 1.3 device assumes non power of 2 texture support and 2048 x 2048 size limits. The XL Engine should work even with older GPUs that cannot handle non power of 2 textures and/or more severe texture size limits.
Note, however, that GPUs will be required to support at least 512 x 512 textures and that game resolutions may be limited by GPU texture size.
The XL Engine forums are absolutely FILLED with spam. I checked in because I wanted to read some of the old project posts, but all the posts were out of order, and the vast majority of what was there was spam...
Add multiplayer support for games that should support it (such as Blood) and possibly add it to other games as well (maybe Dark Forces, for example).
Seems like it is being built largely under VS, although, I see there is an agenda for compiling *nix so maybe you're trying to moving away from VS. Anyway, could be helpful if you are looking for contributors.
Add framebuffer (FBO) support in order to:
The 3.2 device is currently a stub and needs to be implemented. However the 2.0 device will be perfectly adequate for the Beta 1 release - since it will only support software rendering.
This is being assigned to "Beta 2" to coincide with hardware rendering support.
Currently the texture code is mingled with the rest of the device code and duplicated in multiple places. Pull it out into the common GL code similar to the vertex buffers and index buffers.
Obviously the engine needs to support Midi playback. Initially the engine will use software synthesis - adding hardware support later (that will be another ticket).
Intentionally vague bucket issue. Essentially the reverse engineering and implementation of the results using the XL Engine. This is obviously required for Beta 1 since it is, really, the whole point of this. :)
This may be split into sub-tasks as the release comes closer to handle game-specific bugs and issues.
Currently the OpenGL 1.3 device handily outperforms the OpenGL 2.0 device when rendering UI due to the poor way vertex buffer updates are currently handled. A proper fix that buffers updates and double buffers vertex data should fix this performance gap (~2100 fps vs. 1300 fps).
As stated, this applies to XEngine game(s) currently - implement the True 3D hardware renderer. This is a large task that will most likely spawn other tasks once work starts.
Note that this is slated for Beta 2, Beta 1 - the first release - will be software rendering only.
Some of the UI panels have not been started yet, currently requiring settings to be changed manually.
Panels that need to be started and completed include:
I'd like to run XL-Engine with a copy of Dark Forces I bought off of steam, it's not clear whether that's possible (shouldn't there be gob and lfd loading code somewhere in here?).
I had to make a number of changes to get to the point where the xl engine runs, and these are in https://github.com/lucasw/XL-Engine/tree/return_fail - one thing I had to do was disable the vsync enable/disable call because it was crashing on my machine.
I couldn't find any example xlgames.ini so I created one from the source code:
https://github.com/lucasw/XL-Engine/blob/return_fail/xlgames.ini
ullscreen=1
immediateExit=0
showAllGames=1
uiGlow=0
colorCorrect=1
# setting this true crashes on Intel graphics adapter
# TODO try Radeon HD 8790M with DRI_PRIME
vsync=0
reduceCPU=0
launchGame=0
frameLimit=30
brightness=100
saturation=50
contrast=50
gamma=50
musicVolume=50
soundVolume=50
# gus, gravis, sf2
midiformat=gus
# TODO string type
patchloc="/etc/timidity/freepats.cfg"
# openGL 1.3
# openGL 2.0
# openGL 3.2
graphicsDevice=autodetect
windowScale=50
gameScale=50
gameCount=1
# TODO
# keyMapping=0
game0Name="Dark Forces"
# game0Lib= # don't have any .so files for Dark Forces
#game0Icon=""
game0Path="~/other/games/darkforces/gog_dark_forces/data"
The first time I ran it it triggered the creation of xlsettings.ini.
I get an error:
[Error]dlopen(Games/) failed, error: Games/.so: cannot open shared object file: No such file or directory
But I don't have a game0Lib
defined, because I don't have a .so file for this dos game (another clue this is not the code to DarkXL?).
There are a number of sound effects that aren't in the repo:
No such file or directory : UI/Sounds/sub_bass_mouseover.wav
No such file or directory : UI/Sounds/echo_affirm.wav
No such file or directory : UI/Sounds/echo_affirm1.wav
No such file or directory : UI/Sounds/echo_deny.wav
Also a number of png files aren't present: computer.png, dashboard.png, joystick.png and others.
If I run without the game0Path I get a blank blue-gray screen with some text of the version number in the upper left. The code makes it look like the tilde ought to bring up a ui but it doesn't that kepress (or any keypress?).
This is using Ubuntu 16.04.
Hi
Is the Project DarkXL or another Games still alive ?
or gives a new Link for the Website now ?
Another post Beta 1 feature. Implement a perspective correct 2.5D sector renderer that can support games such as Dark Forces (Jedi), Blood (Build) and potentially simpler block based engines such as Arena.
Note this applies to rendering only - the feel of the game should come from the per-game gameplay/physics implementations. The renderer should be flexible enough to accurately render the sector data from different games and engines. Finally software rendering will always be available as a fallback.
This will be cool for any OS. Especially if it CMake.
The current Video settings panel is placeholder and needs to be finished.
This includes:
The current threading code is Windows specific, the code should be factored into a class or system (similar to the dynamicLibrary code) so that adding Linux and OS X support is possible and so that platform specific code can be pulled out of the gameLoop.
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