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Showing posts with label gemrb. Show all posts
Showing posts with label gemrb. Show all posts

Sunday, January 8, 2012

Winter Shorts 2: Wizznic! Mouse Input, Me and My Shadow New Look, Epiar Cleanup, GemRB Platforms and Games

Wizznic!

Wizznic! supports mouse & touchscreen. [Video] Code available on GitHub.

MeAndMyShadow

MeAndMyShadow 0.2rc1 is out. It features tutorial, in-game help, a new default visual style and an improved editor.


Epiar 0.5.0 has been released:
  • UI clean-up
  • Expanded missions system
  • Sound and music additions
  • Main menu
  • Editor greatly expanded
  • Misc. bug fixes
GemRB logo

GemRB 0.7.0 was released recently. Their wiki received a clean-up as well. The engine re-implementation runs on Android and iOS. BG, TotSC, BGII, ToB, IWD and HoW can be played start to end. Some features are missing and there are some new features too.

Thursday, November 13, 2008

Open Source Game Engines Updates

OGRE 1.6.0 aka Shoggoth is the newest version of the acclaimed 3D engine. I don't understand anything that's on the changelog, but it obviously goes beyond bugfixing and tweaking. :)



There are no recent pre-compiled packages available, so the source way is the way to go, for now.



The Infinity Engine's clone GemRB had some DONEs added to it's TODO, when version 0.3.1 was released a month ago.



OpenMW, an OGRE-based engine for TES3's game data, is now 0.5-versioned. Considering that the project started in this year's june, this number is quite impressive! Does this mean that we will have a final version of OpenMW by the start of 2009's summer? :D



However, animations, interaction and user interface are not yet implemented. Also: check out these videos that show the progress of the engine so far.



cocos2d-iphone is yet another LGPL-ed game framework and you can probably guess the platform it's designed for :). However, freedom freaks will argue that free software can not exist on an iPhone.



Ignoring all that, I find the Video presentation of the engine very spiffy. It demonstrates all the features in a more entertaining way than the raw text listing over here.



The Kambi VRML game engine now contains a demo of Precomputed Radiance Transfer. It has something to do with real-time lighting I think.