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
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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
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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
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#devlog #indie #gamedev
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20 comments
(Translated by translator)
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?
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