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Author Topic: WME 2.0 - news?  (Read 12126 times)

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FogGobbler

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WME 2.0 - news?
« on: November 18, 2009, 09:58:03 PM »

Hi!

Any news about the WME 2.0 ? How are things going on?

Best regards,
Oli
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Mnemonic

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Re: WME 2.0 - news?
« Reply #1 on: November 18, 2009, 10:14:48 PM »

Steadily but slowly. Nowhere near anything releasable yet.
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xelanoimis

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Re: WME 2.0 - news?
« Reply #2 on: November 24, 2009, 07:01:44 PM »

Can you list some of the wme 2.0 new features or improvements?

Mnemonic

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Re: WME 2.0 - news?
« Reply #3 on: November 26, 2009, 09:56:55 AM »

Well, I'm hesitant to talk about it too much, since I don't want to generate any unrealistic expectations. Since wme2 will be rebuilt from the ground up, in the first phase it would be nice if it supported roughly the same feature set as wme1 (through the years wme got to support everything and a kitchen sink...).

Of course, there will be many improvements to remove weak points of wme.

The most obvious is a new renderer, based on Ogre3D. This brings support for Ogre .mesh format for models, i.e. a more comfortable content creation pipeline for many 3D modelling applications (.X format is a PITA). Also there is a robust material system, replacing the .fx files used by wme1.9.

The scripting engine is rewritten. Although the language stays approximately the same (similar to ECMA Script), some annoying limitations and bugs have been removed.

The engine is written with portability in mind, unlike wme1 (Ogre is a major factor in this).

The tools should be completely redesigned, however I haven't touched that at all yet.

Regarding 2.5D / 3D scenes, both are to be supported eventually, although I don't know if both in the initial release (those two systems are quite different, perhaps more that I initially thought). Plain 2D scenes are just a simplified case of 2.5D.

And of course, tons of small things.


I gathered you're working on a new engine as well...? How is your progress/goals?
« Last Edit: November 26, 2009, 11:19:06 AM by Mnemonic »
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Zit

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Re: WME 2.0 - news?
« Reply #4 on: November 26, 2009, 11:27:31 AM »

Quote
The scripting engine is rewritten

what about multilanguage? JavaScript and LUA already known to many people and have a ready-made virtual machines (v8, etc.)

// I apologize for my bad English
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Mnemonic

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Re: WME 2.0 - news?
« Reply #5 on: November 26, 2009, 11:34:37 AM »

The virtual machine is too tightly tied to the engine (it requires some functionality from game objects and the entire VM must be able to (de)serialize itself with the rest of the game state). So multiple scripting language would only be possible by adding more script compilers, that would be able to generate wme bytecode. It's definitely NOT my priority, though.
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Mnemonic

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Re: WME 2.0 - news?
« Reply #6 on: November 26, 2009, 11:36:45 AM »

Also you said JavaScript, which is actually ECMA Script, so that one is covered :) I realize Lua is very popular nowadays in gamedev circles, but IMO whoever is capable of Lua scripting can easily adapt to JavaScript.
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Zit

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Re: WME 2.0 - news?
« Reply #7 on: November 26, 2009, 11:57:44 AM »

logical. thank you for your comments.

how similar language to ecma? and what version of the standard? I work with JS and it varies as to version, and the realizations. we should expect nested, setters+getters, arguments.caller, prototyping, closures+call/apply (for "inheritance" with private variables)? :)

in any case, thank you
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Mnemonic

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Re: WME 2.0 - news?
« Reply #8 on: November 26, 2009, 12:07:36 PM »

Ok, you got me there. I didn't mean it would be ECMA script implementation, just that it's syntactically similar. The functionality will remain approximately the same as in WME 1.x. The most significant change will be that the event handlers are replaced with methods.
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Zit

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Re: WME 2.0 - news?
« Reply #9 on: November 26, 2009, 12:30:54 PM »

ok, thank you for your comments.
imho: scripting without nested (obj.p1.p2 and array[1][2]) is not very flexible, this feature would be very useful... and, seems, does not require significant architectural changes
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Mnemonic

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Re: WME 2.0 - news?
« Reply #10 on: November 26, 2009, 12:35:25 PM »

WME2 will support nesting. Also ++ and -- operators. Those are some of the "annoying limitations" I mentioned above :)
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Zit

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Re: WME 2.0 - news?
« Reply #11 on: November 26, 2009, 12:46:07 PM »

great! thanks!
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xelanoimis

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Re: WME 2.0 - news?
« Reply #12 on: November 26, 2009, 10:15:44 PM »

I gathered you're working on a new engine as well...? How is your progress/goals?

I'm pretty much in the same situation, except I don't have in mind to produce an engine for everyone to use and I have to find a way to start working on a game of my own.
But since I don't have a specific game in mind I was playing with the idea of supporting a more of features.

I'll send you an email with more details, maybe we can inspire each other.

I have to thank you for releasing the sources of Wme.
It always is a good point of inspiration to look at other people's engines, or into game's data or scripts.

Alex

DocBass

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Re: WME 2.0 - news?
« Reply #13 on: March 25, 2010, 12:30:13 AM »

Interesting stuff Mnemonic. Just out of curiosity, do you even have a guess, such as a quarter of the year when you might put out 2.0? Like Q2, 2011 etc? Simply a matter of curiosity.  ;D
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Mnemonic

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Re: WME 2.0 - news?
« Reply #14 on: March 25, 2010, 07:56:37 PM »

Not yet, not yet.
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