Neothyne Save

Engine and game

Project README

Neothyne

Neothyne is an attempt at getting back to the roots of good old twitch shooting akin to that of Quake World.

Here's what it looks like currently

Philosphy

A modern dependency free game engine to make a twitch shooter with

Status

As of late Neothyne is just an engine offering

  • Efficent KD-tree (which allows for)

    • Efficent static and sweeping collision detection
    • Efficent scene management
    • Smooth world traces for accurate and efficent collision response
  • Deferred renderer (which can do)

    • Directional lighting (with ambient and diffuse terms)
    • Specular lighting (with power and intensity terms)
    • Point lighting (with omnidirectional shadow mapping)
    • Spot lighting (with shadow mapping)
    • Skybox
    • Soft particles
    • Normal mapping (dot3 bump mapping)
    • Displacement mapping (steep parallax and relief mapping)
    • Fog (linear, exp and exp2)
    • Fast approximate anti-aliasing (FXAA)
    • Screen space ambient occlusion (SSAO)
    • Vignette
    • View frustum culling
    • Skeletal model animation (IQM)
    • Variable color grading (supporting)
      • Color balance (shadows, midtones and highlights)
      • Hue, lightness and saturation
      • Brightness and contrast
  • Scripting language (Neo language)

    • Heavily inspired by Javascript, C++, Lua, Ruby, C#, Java (In order of inspiration)
    • Dynamically typed (with optional typing)
    • Structured
    • First class values
    • Lexically scoped
    • Type rich (function, method, bool, int, float, string, array, object)
    • Object oriented (Single inheritence multiple-interface)
    • Garbage collected
  • Fire and forget audio mixer (which can do)

    • Multiple sound sources (global and local)
    • Faders (adjust volume, speed, panning over time)
    • Dynamic audio control
      • Fade volume, speed, panning, etc.
      • Panning
      • Speed
      • Filters
        • Echo
        • Biquadratic Resonance Filters
          • Low pass
          • Hi pass
          • Band pass
        • DC Blocking
      • Audio grouping
  • Immediate-mode graphical user interface (which can do)

    • Buttons
    • Items
    • Check boxes
    • Radio buttons
    • Windows
    • Collapsible areas
    • Labels (left-justified text)
    • Values (right-justified text)
    • Sliders (horizontal and vertical)
    • Indentation
    • Headers (vertical separations and lines)
    • A variety of raw rendering primitives (such as)
      • Lines
      • Rectangles
      • Text
      • Images
      • Models
  • Console (which allows for)

    • Global configuration
    • History and tab completion
    • Reactive changes to various engine components (including renderer)
  • Asset optimization (which can do)

    • Online texture compression
    • Online linear-speed vertex cache optimization
    • Online half-precision float conversion
    • DXT end-point optimization (helps old hardware DXT decode fetches)

Goals

  • Networking (client/server model)
  • Build the game
  • Scripting

Etymology

  • Neo (Old English from Proto-Germanic: nawiz, nawaz, i.e: "corpse")
  • Thyne (Old English: thyn, þyn. Cognate to German: dein, i.e: "yours")

In modern English: "your corpse"

Screenshots

An imgur album of screenshots showing the engine and development of it can be found here

Build

Please check the build documentation

System requirements

Neothyne requires a GPU which is capable of GL 3.0. Modern low profile GPUs may function poorly. (Note: Some cards are advertised as being GL 2 capable, but with newer drivers, can become GL 3 capable. This is the case for some cards in the GeForce 8 series, for example.)

Documentation

Documentation may be found in the `docs' directory.

Open Source Agenda is not affiliated with "Neothyne" Project. README Source: graphitemaster/neothyne
Stars
76
Open Issues
18
Last Commit
7 years ago
License
MIT

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