SCiOM NGiNE - My Dream Goes On !
SCiOM NGiNE is essentially a mirror reflecting my dreams, my ambition and my quest for knowledge & perfection. I have worked on several games and prototypes prior to this project (*) and I kept rewriting a lot of stuff trying to make things better. I decided to create a solid engine integrating individual components together. Every component has been carefully crafted since and now SCiOM can run on virtually any hardware configuration as it supports DirectX 7 - 9 / OpenGL. And it runs on every version of Windows starting from 98 and any Flavor of Linux that supports X Window System. ( Android Support Coming Up ). Every Component is fully Portable.
I have been working on this project for several years now and have spent countless nights working on interesting designs and problems. I have been on and off this project especially in recent months( Busy working on something completely different @ Office ). However, I can proudly say that it has been and will continue to be an incredible journey of learning hopefully forever.
I have been working on this project for several years now and have spent countless nights working on interesting designs and problems. I have been on and off this project especially in recent months( Busy working on something completely different @ Office ). However, I can proudly say that it has been and will continue to be an incredible journey of learning hopefully forever.
Check out various scattered demos ported to SCiOM here: (password:populous). All compiled using GCC 4.5.
sciom.gcc.systemconsole.exe -> SCiOM Universal Compiler.
command line -> scurc.exe -r Resource File [and/or] -p Package Input Directory
Eg. scurc.exe -r scHorse.dae
Eg. scurc.exe -r scHorse.dae
Compiles COLLADA, SCiOM Meshes, Shaders, Fonts, Flash, Scripts to SCiOM Runtime Binaries. At the heart of the Engine is the Thread Scheduler that makes excellent use of multiple Cores. Skinning, Lighting, Scenegraph, Physics Collision and Maths are run on CPU and carefully written to being portable and performant.
The SCURC Compiler in itself is a Testbed to the Thread Scheduling System In Action. Try using it on your multi-core machine. Eg. scurc.exe -r scFile1.dae scFile2.dae scFile3.dae
release.gcc.scvs.sh.exe -> Renderer compiled for Stonehenge (DX 7 / GL 1.2)
release.gcc.scvs.py.exe -> Renderer compiled for Pyramid (DX 8 / GL 1.5)
release.gcc.scvs.co.exe -> Renderer compiled for Colosseum (DX 9 / GL 2.0)
command line -> scvs.exe dx/gl demo1/6
Eg. release.gcc.scvs.sh.exe dx demo4
Eg. release.gcc.scvs.sh.exe dx demo4
- Try running scCompile.bat and scRun.bat
» All executables are SCiOM encrypted over another powerful Encryption.
( 4n4k1n, anyone ? )
( 4n4k1n, anyone ? )
» I have tested Collada compatibility within TrueSpace. (OpenCollada/Autodesk/Feeling Exporters may also work.)
( Infact, horse animation in the demo, is a stock model & animation in TrueSpace. )
» For all my other projects and games, visit: http://svenkatesh.50webs.com
( Pre - 2005 Projects. Another Modeling tool which I used in old projects worth mentioning is Amapi 3D V4. )
» My first ever published game in PC Quest Magazine 1999 November Edition is here (Unzip it):
( DOS game programmed with TurboC around Borland Graphics Interface ).
» My first ever commercial application created in 2001 and licensed to multiple firms here (Unzip it):
( Process Accounting software for Internet Cafes. I have released source code for my Old software under public domain ).
SPARC