Skip to main content

Enter the Jet Game Engine

Over the past year and a half I've developed the bad (or maybe good?) habit of working too much on my hobby project, a video game engine. Yes, I know that today most game programmers use an off-the-shelf engine like Ogre+ODE/Torque/Unreal, but the engineering challenges of writing a good game engine are for me just too enticing to skip over.

  • Source code for the Jet Game Engine.  I've released this under the MIT License.
  • Installer for the Extreme Asteroids demo.  Tested with a GTS 8800 and a 2.4 GHz Core 2 Duo.  If you can't get it to work, leave a comment below this post!  It also works on my 4-year old Dell D610, if I turn off bloom, floating-point frame buffers, and antialiasing.
  • Gallery of demo models.  All created by me.  Released under the Creative Commons Attribution-Share Alike 3.0 United States License (man is that a mouthful!)


Popular posts from this blog

Lua-Style Coroutines in C++

Lua's implementation of coroutines is one of my all-time favorite features of the language. This (short) paper explains the whole reasoning behind the Lua's coroutine implementation and also a little about the history of coroutines. Sadly, coroutines are not supported out-of-the box by many modern languages, C++ included. Which brings me to the subject of this post: Lua-style coroutines in C++! For those who don't know (or were too lazy to read the paper!), Lua's coroutines support three basic operations: Create: Create a new coroutine object Resume: Run a coroutine until it yields or returns Yield: Suspend execution and return to the caller To implement these three operations, I'll use a great header file: ucontext.h. #include <vector> #include <ucontext.h> class Coroutine { public: typedef void (*Function)(void); Coroutine(Function function); void resume(); static void yield(); private: ucontext_t context_; std

Criterium: Road Screenshots

I finally got around to making the road tool for Criterium.  The tool has two parts: a Java application that lets you paint roads on the 2D heightmap texture, and a Ogre-based tool that automatically converts a 2D path into a 3D mesh.  The Ogre-tool queries the heightmap to get the height of the road, and performs smoothing so there are no discontinuous road segments.  I've posted a screenshot below.  Also, I've got my GIMP terrain shown in the screenshot.  I generated it using random noise and the GIMP lightmap filter.

Jet: Particle Systems

Here's a demo of the new particle systems I've implemented in OpenGL.  Performance is much improved over the DirectX version.  Particles are initialized in C++ rather than in Lua.  Also, I use two particle buffers and swap between them, rather than using one buffer per particle system.  Anyway, here's a video capture: