Limit Theory Reboot

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sscadmin
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Limit Theory Reboot

Post by sscadmin »

Hey Everyone

It might be too early to discuss this but for the past month or so I been trying to get Limit Theory (Old) working on Linux, which it is currently. And I am currently overhauling the engine/libraries and just trying to build a base I can then work off of. A lot of the functionality that Josh discussed in his videos is here, its just not enabled or linked up to the Apps so you can see it working. The engine is older now (12+ yrs) but I have now got it using latest GLSL, OpenGL, SFML, SSBO, GLAD, C++ 17.... so I have done a lot so far and going to be working for about 2wks on refactoring the macros that is used for generation in the core (its link links to everything, but they are fragile) so makes any changes to the APP's really easy to break.

I generally have all Josh's demo apps working now. And I created my own to test with. I have created unit tests, cleaned up the build/squashed all runtime errors. So a lot of work over the past month. My guess is that I need 1-2mos more of refining and testing of the engine and also to implement a lot of graphical updates (ie: PBR, HDR, Bloom, Particles, Fog, etc...)

So this is where I am spending most my time... I don't want to promise anything but I have internal goals for myself to document how to use the LTSL properly, get more visual aspects of the game updated, figure out how Josh worked with and used Procedural Generation with ships/stations/asteroids etc... and get this documented so as a community start building something nice.

The tough part about this whole thing is there is literally no documentation ;)

If people want I can post my repo, but I wasn't going to post it until I thought it was ready to be looked at seriously as a game engine that we can make something with. ;) already have over 70 commits so far haha so I been working... AI helps me a lot here but in a few short weeks this engine is working.

I was surprised there is really no projects (besides the Redux one) picking this up and running with it, until I dove into what is here and its hard to grasp without any comments or documentation. That is what I am aiming to solve first then we will see if we can make a freelancer style game out of this.... time will tell.
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