Limon Engine - v0.6
Pre-releaseFeaturette for 0.6:
Main goal of 0.6 release was supporting shooters. There is also a tech demo focuses on FPS genre as release theme, it also has a video:
Whats New
Biggest change is new ways to customize Limon Engine. 2 new customisation points are exposed. Also a project is ready within the release to start coding customisations.
Player Extensions
Player extensions get input of the player, and also charged with handling player interaction calls. It is the main driver of FPS genre implementation. There are 2 sample implementations within the release. One is used on sample map, and the other is used on tech demo.
AI Actors
AI actors "plays" each frame, by generic information like player distance etc. If Actor needs more compute intensive information (Namely path finding) it can ask for it to engine. This extension mainly used for enemy behaviour, but it can also be used to implement scripted scenes, followers or NPCs. 2 samples are included in the release.
Old extension point of Trigger Actions are also available.
World Representation Improvements
Not objects can have other objects attached to them, or multiple objects can be grouped together. This makes editor easier to use, but more importantly it allows more dynamic game worlds, like bullet holes, muzzle flashes etc to be rendered as part of other objects. This change also includes attachment to bones of animated objects, so same enemy models can be used with different guns or other ornaments. This change is also reflected on editor, now editor has a tree view of current elements of the world, instead of a list.
Render Pipeline Changes and Post Processing Effects
Limon Engine now has a more complex render pipeline to allow post processing effects. SSAO is implemented as first effect, more are planned. This change resulted in decreased FPS , but it is necessary to support more modern effects.
Other Noteworthy Changes
*. Assets are now auto discovered, and shown in directory trees for ease of use.
*. GUI elements use gizmos like 3D objects to steamline the GUI creation.
*. GUI elements can be animated just like 3D objects. Their animations also manage Alpha changes.
*. Mixamo.com animations are supported. They are discovered and added to models on launch.
*. Embedded textures are supported.
*. Models can be converted to internal format for release.
If GitHub download is slow, you can use the following links:
Windows build:
https://www.indiedb.com/engines/limon-engine/downloads/limonengine-06-windows
Tech demo:
https://www.indiedb.com/engines/limon-engine/downloads/limon-tech-demo-06