TheStolenBattenberg
Member
MAEngine has been under development for two years now, as a closed community project; headed by me, TickleForce (Venomous on the old GMC forums), and Falki147.
Due to time limitations (I'm getting married now, and I think the others have left for other game development tools and school), I'm going to release the engine early. I've been thinking about this for a while now, but decided against it because the engine wasn't even close to what we had planned.
However, there are currently no fast, well made, reliable and modern physics/collision engines made for 3D game development, all are ancient in terms of computing, from 2010 backwards.
Windows:
SDK: MAE.zip (Compiled April 27th, 2017)
TEST BUILD: NON_YYC (Compiled July 1st, 2017)
Some other features that are in the engine are these:
- 3D Path Finding & Navigation
- Vector, Matrix & Quaternion Math Scripts
- MD2 Model Loading
- 3D Particle System
- HLSL9 Shader Functions
- FMOD Sound Engine (Was to be replaced with XAudio)
Check the github for a complete list of features.
--
NOW, This is a big part of this post, because I want to put a message to the community, something I think should of happened earlier.
YoYo Games is never going to focus part of Game Maker on 3D, they want it to be 2D focused, but they did give us one thing; an excellent thing to build a community around, which is game development.
We're all here to develop games aren't we? So why not help ourselves, all of us that can develop 3D tools and applications to work with Game Maker?
I'm asking this, join together to all collaborate on this project, or a new one. If everyone who's into 3D in game maker contributed shaders, tools, code for different platforms, rendering code and optimizations into this engine, we could make Game Maker a really powerful tool for 3D Development.
Here's the GitHub: MAEngine
Why not make a sub-community out of us 3D players?
Four arguments in DLLs Solution:
Due to time limitations (I'm getting married now, and I think the others have left for other game development tools and school), I'm going to release the engine early. I've been thinking about this for a while now, but decided against it because the engine wasn't even close to what we had planned.
However, there are currently no fast, well made, reliable and modern physics/collision engines made for 3D game development, all are ancient in terms of computing, from 2010 backwards.
Windows:
SDK: MAE.zip (Compiled April 27th, 2017)
TEST BUILD: NON_YYC (Compiled July 1st, 2017)
Some other features that are in the engine are these:
- 3D Path Finding & Navigation
- Vector, Matrix & Quaternion Math Scripts
- MD2 Model Loading
- 3D Particle System
- HLSL9 Shader Functions
- FMOD Sound Engine (Was to be replaced with XAudio)
Check the github for a complete list of features.
--
NOW, This is a big part of this post, because I want to put a message to the community, something I think should of happened earlier.
YoYo Games is never going to focus part of Game Maker on 3D, they want it to be 2D focused, but they did give us one thing; an excellent thing to build a community around, which is game development.
We're all here to develop games aren't we? So why not help ourselves, all of us that can develop 3D tools and applications to work with Game Maker?
I'm asking this, join together to all collaborate on this project, or a new one. If everyone who's into 3D in game maker contributed shaders, tools, code for different platforms, rendering code and optimizations into this engine, we could make Game Maker a really powerful tool for 3D Development.
Here's the GitHub: MAEngine
Why not make a sub-community out of us 3D players?
Four arguments in DLLs Solution:
Use the early access builds.
I've been using them for a good year now. Because Game Maker: Studio is quite mature as a program now, I haven't come across any big problems with them, other than custom constants, which have been replaced with macros anyhow.
Upgrading to early access also nets you new functions for working with matrices and arrays, allowing you to completely replace the d3d projection scripts with something more low level, which can be handy at times.
Not only that, the "only 4 arguments in external_define" is gone; I speculate it being due to ty_string & ty_real getting their limitations matched accidentally.
I've been using them for a good year now. Because Game Maker: Studio is quite mature as a program now, I haven't come across any big problems with them, other than custom constants, which have been replaced with macros anyhow.
Upgrading to early access also nets you new functions for working with matrices and arrays, allowing you to completely replace the d3d projection scripts with something more low level, which can be handy at times.
Not only that, the "only 4 arguments in external_define" is gone; I speculate it being due to ty_string & ty_real getting their limitations matched accidentally.
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