OctaForge thread

Hey guys,

I’d like to know your opinions about this.
I’m working on a new game engine called OctaForge. It is based off well known Cube 2 engine. The engine is known for not being very flexible and I’ve changed that approach - I’ve taken the engine and extended it with complete Lua scripting.

It’s had several alpha releases since its birth and it’s pretty damn close reaching beta stage. After beta, online support will be added, as well as some other cool features like more realistic physics with rigid bodies, new GUI system inspired by Source’s vgui / gmod’s GUIs etc.

It’s written in C(++) with usage of OpenGL and few dependencies; basically SDL+GL, SDL_mixer, SDL_image, Lua, libuuid (POSIX only), zlib.

All code base is released under permissive MIT license, except code from Cube 2 which is released under zlib license.

The scripting system allows to create games of various kinds, from FPS games in style of Half Life or Unreal through platformers to racing, it all depends only on what the developer can script (or what’s prepared in the script library)

Official web page is available on https://octaforge.org - I hope you guys find this interesting :slight_smile:

Through time, I’d like to extend this to fully featured web-connected service - a single platform for creating AND publishing. You could create your game (with possibility of cooperative edit), upload it on the server and just let other clients download it from there.

I might as well post news into this thread if you’re interested.

Currently done features:

  • Guns and projectiles (Partially WiP)
  • Realtime world editing
  • Cutscenes with realtime design
  • Game manager for teams
  • Multipart model rendering
  • Advanced scripted entity system
  • Various pre-done map elements
  • Lua language extensions
  • Action system
  • Camera control
  • Particle effects
  • Basic GUI
  • Procedural editing
  • and others …

What’s missing:

  • Problems on some Windows installations
  • Needs GUI rework
  • Needs online support and masterserver
  • Needs asset server
  • Needs Steam-ish web frontend
  • Needs coop edit
  • More advanced physics
  • Better dynamic lighting
  • TTF fonts
  • and others …

It currently runs on Windows, Linux, FreeBSD (my main development platform), PC-BSD, should work on any other POSIX conformant OS (Mac OS X)

Here are a few screenshots:







It looks pretty awesome.

This is what I want to do.

thanks. Working on the GUI right now, btw. It’s going to be pretty awesome. :stuck_out_tongue:

Looks smooth – I like smooth.

New GUI WiP:

It’ll be a tabbed interface. Those rows of icons on the left and bottom are scrollable. Icons will switch tabs.

Besides tabs, there will also be sort of popup/toolwindows.
Sorry for the crude look, it’s still highly experimental.

looks like the interface of a certain popular MMO… Keep up the good work though!

Improving:

The rows of icons always show when in edit mode, but do not catch mouse input. You can manipulate with the widgets when you go out of mouselook mode.

Improvements:



Tabs now work properly and the GUI doesn’t look as crude; still needs improvements and fixes tho.

Reminds me of the source console.

I came.
P. nice bro.

yep, Source’s vgui was a great influence to me, as well as mockups by one of our artists and my own ideas.

The difference with vgui though is that vgui is based on moving windows, while my GUI system takes the tabbed approach.

This engine would be awesome to remake Minecraft on, so it runs more smoothly and is still cross-platform :smiley:

maybe, though minecraft remake would require some reworking of map format (handle cells) and lighting system.

yeah, it was just an idea anyways, you should probably focus more on the engine than that :stuck_out_tongue:

Yep, that’s what I’m doing.

Looking beast, brah.

I’ve just released Alpha 8 of OctaForge.

The new release brings a completely new GUI system (still considered WiP in parts though). Next week will hopefully bring TTF fonts and more gameplay material, as well as more documentation.

This release also brings a few bug fixes and core Lua library got moved out of src/.

Screenshots of new GUI:





After a delay, I’ve released alpha 9 yesterday. There is quite a lot of new stuff.

Probably the most notable is that core scripting API is finally stabilized and fully documented (docs on the website, or it’s possible to generate custom HTMLs from the comments in lua scripts). That means creating new content should be a lot less problematic now.

Besides that, I’m also announcing official support for Windows and Mac OS X platforms, as they got finally properly fixed. Currently available alpha 9 archives are source (for all platforms), windows installer, windows zip archive (both 32bit), freebsd tar.gz archive (32bit / 64bit), OS X Snow Leopard tar.gz archive and Snow Leopard dmg with drag-and-drop installation into Applications (both 32bit). Linux binaries will appear as soon as I get some to compile both 32bit and 64bit bins on a single OS to ensure same version of gcc, dependencies, link paths and optimization flags.

I’ve also started a wiki on GitHub (for now incomplete).

Other notable changes include:

  • Removal of C++ stdlib leftovers
  • Support for movable windows (a bit buggy)
  • Reorganized and better sandboxed scripting system / core library
  • New core library modules
  • GPU skeletal animation now performs properly
  • Versioning system for configuration files (to avoid manual deletion on format changes)
  • 79 characters per line limit in core library
  • First commit into examples repository, ported sauerbraten “inky” playermodel including ragdoll
  • Tons of bugfixes, ranging from crashes to scripting bugs

Some screenshots:









I’m getting a sauerbraten feel from this. Any inspiration from that?

edit: hUUUR nvm.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.