This somewhat of a different video. I attempt to give a little bit of a glimpse into the game engine that I’m using to create the game. To demonstrate some key ideas/features, I walk you guys through the process of creating a new project from scratch using the bundled command line scripts.
EDIT: Sorry for the quiet audio halfway through the video, I shouldn’t have messed with audio normalization in Premiere at the last seconds.
From int main() to BeginPlay() in Unreal Engine:
https://www.youtube.com/watch?v=IaU2Hue-ApI
———————- timestamps ———————-
0:00 : Intro
0:48 : Core ideas/philosophies
2:19 : Creating a new blank project in Orbis
6:04 : Drawing a simple quad
7:57 : Using the built-in renderer to render a Visual
10:36 : A quick look at the Orbis Editor
11:55 : Outro
——————————————————————–
Discord: https://discord.gg/39rerbXU8b
Twitter: https://twitter.com/GiantSlothGames
Videolink: https://youtu.be/NsJOppzLERs
Subscribe to my channel: https://www.youtube.com/c/GiantSlothGames
——————————————————————–
#devlog #indie #gamedev
source
20 comments
Hi! What library do you use to render the UI? I recently discover this channel, you got a new sub !!
Bro this is amazing, but I hope you cleaned that desktop up
Are you going to make it public?
I really liked your video. At 3:14 you mentioned npm and I immediately remembered why I don’t write in c++) I did a lot on js for a long time, and then for some reason I decided to try to write an engine in c++, all I did was follow the manuals and created a triangle with imgui, but I was upset that I copied the manuals, at some point I realized that I didn’t understand how to install packages at all, it was clearer on js and npm, on c ++ I had a headache. In the end, for such entertainment, I chose Rust …) Just because of the package manager xD (They also discuss that Rust is no worse than c++ in terms of performance – I don't know this, I'm just happy that they are put on the same level~)
(Translated by translator)
Why develop your own engine when there are already so many that have billions poured into their development and are way better than anything you could build by yourself, your engine has no scene editor, no external tool integration, no asset store integration, it's basically just a bare bones framework and not an engine.
Any advice for those who want to create own gem engine?
that test dummy model is dummy thicc
It like three.js but in c++ basically. Cool stuff!
you are something else!!! New Sub!!!
holy smokes this looks AMAZING! I've got no words, just one question – how…. long did it take you to get there D:? The engine looks very well made, I 100% agree with your said points in the video about using premade game engines, buuut after trying creating one for myself from scratch, I quickly realised that I am not skilled enough yet xd. Wish you luck and lots of motivation in creating the game man, again, this looks incredible!
Is this a public repo ? Can I contribute ?
😍 P*R*O*M*O*S*M!!!
This is great!
It looks like a game i would buy
It's really cool to see how your engine fits together.
Interesting video! How much of Orbis's features are currently being used to make your current game? Since I got the impression that it is suppose to be somewhat universal for various types of games.
Great video ! but can you lower a bit the music please ?
Amazing! Are there any resources that you recommend for doing something like this? The way your project is organized and the whole structure is isanly impressive
Your engine looks incredibly well polished for something made by a single person!
And your editor looks way better than some tools I've seen AAA studios use
I was wondering about your approach for communication between the engine and the editor
Does the editor viewport have its own renderer, is the editor an orbis project itself, or does it communicate with the engine via sockets or something?
First
Comments are closed.