Duion {l Wrote}:Why you want to develop another engine?
/home/farrer/projetos/libre-engine/src/core/scene.cpp:1:34: fatal error: include/core/scene.hpp: Arquivo ou diretório não encontrado
#include "include/core/scene.hpp"
farrer {l Wrote}:
About the engine itself, I tried to compile it, creating a build directory and doing "cmake .." and when making it with "make", I've got:
- {l Code}: {l Select All Code}
/home/farrer/projetos/libre-engine/src/core/scene.cpp:1:34: fatal error: include/core/scene.hpp: Arquivo ou diretório não encontrado
#include "include/core/scene.hpp"
Probably you aren't correctly defining the include search path with CMake or something like that (I didn't checked, it's just a guess).
onpon4 {l Wrote}: The one thing I would suggest: you should develop some of your own games with it, if only to prove its capabilities. No one wants to use an unproven engine.
FaTony {l Wrote}:As a person who is also making their own game engine, I'd say: "Damn it, if I'd known how hard is it to do it I'd never started this thing". But now I have this project and I don't want to give up.
c_xong {l Wrote}:I think it's better if you keep generated files out of source control, and for a CMake project, that includes project files. I know that some people just want to open a project file, but lots of IDEs support CMake natively - Qt Creator does, the newest Visual Studio does, CLion also. Even if you're command line only it's literally just "cmake <path> && make".
climjark {l Wrote}:c_xong {l Wrote}:I think it's better if you keep generated files out of source control, and for a CMake project, that includes project files. I know that some people just want to open a project file, but lots of IDEs support CMake natively - Qt Creator does, the newest Visual Studio does, CLion also. Even if you're command line only it's literally just "cmake <path> && make".
So should i just delete the bin folder and just build out of folder? I am using QTCreator at the moment
Akien {l Wrote}:climjark {l Wrote}:c_xong {l Wrote}:I think it's better if you keep generated files out of source control, and for a CMake project, that includes project files. I know that some people just want to open a project file, but lots of IDEs support CMake natively - Qt Creator does, the newest Visual Studio does, CLion also. Even if you're command line only it's literally just "cmake <path> && make".
So should i just delete the bin folder and just build out of folder? I am using QTCreator at the moment
Delete the bin folder from git and add it to your `.gitignore`. You can keep that bin folder locally, but it won't be tracked by git and committed each time you change those generated files.
rogerdv {l Wrote}:What are the current features? And planned features? PBR? Deferred shading? Vulkan/Dx12 support? Platforms? Nice editor and one-click-deploy?
FaTony {l Wrote}:Please, please don't make an editor a separate program. It will slow development a lot. A lot of engines have editor embedded into the main executable so you can test your map/script with a push of a button.
Compare Red Eclipse where you hit F2 in editor and you now run around the map and Xonotic where there is a separate editor and it takes literally hours to compile a map and then you need to load the client and test the map.
climjark {l Wrote}:rogerdv {l Wrote}:What are the current features? And planned features? PBR? Deferred shading? Vulkan/Dx12 support? Platforms? Nice editor and one-click-deploy?
Multiple Scripting Languages (depending on what you want to use), Ruby and python possibly
rogerdv {l Wrote}:climjark {l Wrote}:rogerdv {l Wrote}:What are the current features? And planned features? PBR? Deferred shading? Vulkan/Dx12 support? Platforms? Nice editor and one-click-deploy?
Multiple Scripting Languages (depending on what you want to use), Ruby and python possibly
i would recommend staying away from python. AngelScript seems a better choice (Urho3d uses it), or even C#.
Julius {l Wrote}:Dark blue letters on dark grey background is not a good choice at all
Looks like a nice start. For the shader editor there will also be a node based system?
DGMurdockIII {l Wrote}:do you think you could add renderdoc - https://renderdoc.org/ to the engine
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