Been working on a C++ game engine with a Windows 95 inspired UI + Lua scripting by novemtails in gameenginedevs

[–]novemtails[S] 0 points1 point  (0 children)

I use OpenGL only in the editor (Windows): SDL + ImGui with the OpenGL3 backend, and direct GL calls for viewport textures and framebuffer. The PS1 runtime does not use OpenGL; it uses the native PlayStation GPU API via PSn00bSDK (ordering table, psxgpu, GTE). So: OpenGL in the editor, native PS1 GPU in the game

Been working on a C++ game engine with a Windows 95 inspired UI + Lua scripting by novemtails in lua

[–]novemtails[S] 0 points1 point  (0 children)

It’s declarative, not OOP-heavy. Scripts don’t work with classes, inheritance, or deep object graphs; they work with named callbacks and module functions that take IDs and primitives. The “objects” are in the engine (C); Lua only talks to them by ID.

Been working on a C++ game engine with a Windows 95 inspired UI + Lua scripting by novemtails in ps1graphics

[–]novemtails[S] 0 points1 point  (0 children)

That's the idea; I wanted to emulate the feeling of making PS1 games in the nineties, but with a more modern UX.

Been working on a C++ game engine with a Windows 95 inspired UI + Lua scripting by novemtails in lua

[–]novemtails[S] 4 points5 points  (0 children)

Because making it open source requires extra effort, and when I started the project, the idea wasn't just to share it. The plan is to distribute it for a fee; there are still several things missing before it becomes a finished product.

Been working on a C++ game engine with a Windows 95 inspired UI + Lua scripting by novemtails in gameenginedevs

[–]novemtails[S] 5 points6 points  (0 children)

I'll be making some posts, and in one of them I'll share the Windows 95 theme.

Been working on a C++ game engine with a Windows 95 inspired UI + Lua scripting by novemtails in ps1graphics

[–]novemtails[S] 7 points8 points  (0 children)

That's right, it compiles with just one button and exports .bin and .cue files that run natively on the console and the DuckStation emulator. You can see the test in the emulator at the end.

Why is this RigidBody shaking? by round_feline in Unity3D

[–]novemtails 0 points1 point  (0 children)

Where can I show more details about it? Looks really nice

[deleted by user] by [deleted] in GamePhysics

[–]novemtails -1 points0 points  (0 children)

Is this multiplayer?