Code\Development

Sculpture Clay 2 engine

My second take on writing general purpose, easy-to-use and rather powerful engine. It's open source (GNU LGPL), so you can grab the sources from the SVN by installing SVN client (ie. TortoiseSVN) and typing in console svn checkout http://tools.assembla.com/svn/SC2.

Engine is written in portable C++, with SDL, OpenGL, SDL_Image, SDL_TTF, SDL_Mixer, SDL_Config, AntTweakBar, AngelScript and few Boost libraries. Probably it'll also use FMOD EX (as alternative sound player), GLee, TinyXML and some unknown yet GUI library. It's compiled to DLL, and accompanied by a bunch of interactive test programs, as well as some auto tests (yup, TDD with UnitTest++). Documentation is written directly in source code from which NatualDocs generates nice html files. If I'll find some time, I'll write more about its architecture.

Hide 3 comments
People said...
Anonymous said  TKE / Yes; yes; yes but there is no point, I am not wrong; mostly, yes. If I\'m pyaling crap units I won\'t have any fun if my opponent isn\'t doing the same how could I have fun being steamrolled? :/I will decide which of my own statements are connected and which are not, Nicholas. I have defined Competitive Play before, you know where my blog is. I haven\'t called an article that name, but it\'s pretty easy to find, I imagine. If it WASN\'T my blog I did it on, my apologies but you know where else I hang out online.The aim of the article must be tactics for me to say it is like tactics\'. Diagrams would be nice, yes, they break up the text and make articles more interesting to read. I know I\'m guilty of using too few myself. It takes more time to prepare, and I often rewrite articles in their entirety at least twice, so I get fed up with the idea of spending much more time on them.Boasting didn\'t help any of your other posts. ;-)I think you missed my point a little, so I accept the blame for insufficient clarity.Players who aren\'t pyaling Competitively don\'t need much tactical help because if pyaling casually then whatever they try will probably be grand, as long as their opponents aren\'t pyaling competitively.What this boils down to is this: The players who will be most receptive to the (stated) aim of this article neither need nor want tactical help, so putting it under It\'s Like Tactics\' (misleading or no) makes it less likely they will read it. The players who most desire/require tactical help will derive nothing of weight from this article, and may come away with a bad taste (a tasty one, no doubt) in their mouths.Yours boner-ifically,TKE
Anonymous said  emC0Bx
Anonymous said  8eQxYM
Add your comment:






Sculpture Clay 2 :: Nurgle Edition

Finished 1 june 2007 after approx half year of coding, features:

  • MemoryMgr
  • Logger
  • Kernel
  • ErrorSystem
  • Timer
  • Input / Events
  • Math utils
  • Renderer
  • templated ResourceMgr
  • TextureMgr
  • FontMgr
  • Application configuration through cfg files

You can download full source code + executables(win32) of this edition here: SculptureClay2.zip (3.28 MB, zip, downloads: 94)

Among upgrades to existing code base, some more subsystems are planned for Tzeentch and Slaanesh editions:

  • AudioPlayerDONE
  • Profiler
  • ParticleMgr
  • Interpolation and Trigger mgrs
  • Console
  • Serialization ala' Enginuity or Boost



No Bunnies Attached

My biggest and most complicated designed (not implemented) game so far. Design doc has been finished years ago, though it's constantly refined and polished. Currently it is on hold, waiting till Magic Pencil will be finished and I'll get few other things out of my way.

It will feature Krzesimir and Zgrzegrzyslaw, your two favourite bunnies (yep, it's unofficial sequel to Herbata Kto Ty Tak Króliczek). As for the gampeplay, it will be very different from it's predecessor, more concentrated on physics.

Last modified: 17.02.2012, 93 days ago
I am free of all prejudices. I hate everyone equally.