Jump to content


Kochol Game Engine


1 reply to this topic

#1 Kochol

    New Member

  • Members
  • PipPip
  • 24 posts

Posted 27 February 2013 - 09:55 AM

Kochol Game Engine 0.0.7 released.

It has more than 1.5 MB of source code now. I ported the source code of engine to git repository on sourceforge.net because the git can let me to release stable versions more quickly by using the amazing branching system of git the master branch always has the stable version.

The new Material Manger and Material system of KGE now generate shader code on the fly for different effects that user request. The material system has two rendering path for both forward and deferred rendering. I’m really satisfied with rendering speed and quality.

The effect manager now works better for rendering shadow maps and post process effects like post bloom. An advanced particle system implemented in KGE.
PhysX also implemeted in engine but we don’t tested it yet. Maybe this part of engine have to be rewritten.

The tiled terrain scene node of engine is very amazing for blending many textures on it and render the terrain in only one pass. You can blend textures with per pixel blending up to 64 textures.
Many bugs fixed and many minor features added to this version.

For more info see http://kge3d.org

You can download it from http://sourceforge.n...07.zip/download

A game with this engine is released in Iran called Siavosh see its website at http://sourenagames.com/

#2 Kochol

    New Member

  • Members
  • PipPip
  • 24 posts

Posted 05 March 2013 - 12:10 PM

Kochol Game Engine 0.0.8 Released.

In this version you have to use InitParameters structure to initialize the KGE and set your parameters in this structure.
A tutorial wrote for initializing the engine. We recommend to use this tutorial to start your own project.
Some documents fixed and this version is more developer friendly

You can download it from here


Changes in this version:
- Add InitParameters structure
- Fix comments in kge namespace headers
- Add Tutorial 01
- Rename kge::core::Timer->GetSeconds() to GetTimeElapsed
- Fix a bug in adding lights after adding the meshes
- Fix a bug in shadow map with ATI cards






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users