Tutorials and Documentation? Go HERE.
To unpack the demo .ccgame files you will need to have XNA 4.0 installed. Products made with the engine, however, can run as stand-alone executables and will not require users to download XNA 4.0
- XNA 4.0 compatible
- Clean engine architecture
- Makes it easy to make your own game using the engine.
- Messaging system allows communication between systems and entities without coupling your code.
- Entity/Component system allows you to make your own objects and customize them very easily.
- Load entities and components from XML definitions.
- Terrain engine
- Quad-tree culling
- Multi-texture splatting and normal-mapping
- Smoothing and scaling
- Full-featured Physics engine
- Uses BEPUPhysics for physics
- "Phantom" Physics, allows for triggering of actions based on entering/exiting a volume.
- Triggering of actions on and off contact with an entity.
- Density Physics for realistic collisions and water buoyancy
- Graphics system
- Allows you to create your own materials.
- Easily create shaders and match them up with materials.
- Textured, specular, normal-mapped shaders implemented.
- Realistic looking water
- Reflections and refractions (both above and underwater)
- Shoreline detection, and water depth fog
- Shadow mapping (DX10 only)
- In-game GUI system
- Uses the Nuclex GUI framework, plus some added features unique to the QS Engine
- Create your own menus, windows, buttons, scrollbars, etc.
- Particle Emitter System
- Character Controller
- Steer an entity and jump as if it were a controllable player.
- High Performance
- Frustum culling of all entities
- Run large scenes with many objects at high framerates
- Multiple performance levels to choose from
- Input systems
- Setting up input in your game is very easy.
- Multiple camera types supported, or create your own.
Changes since v0.263
If you're upgrading from v0.263 (or earlier) it may cause your project to fail to build, there are some changes to naming of messages and various objects, removal of unnecessary physics stuff, etc. It's nothing that is difficult to fix, just something to be aware of before you upgrade.Framework changes:
- New physics engine. BEPU Physics has replaced JigLibX. BEPU is still receiving support on their forums, is easier to use, and has more features. This is a fairly large change that required changes to several variables (some new, some removed), so if you're upgrading from a prior version there is a chance that your project may need some changes before you can compile. Most of the changes on your end should be small.
- New physics viewer, which is much more efficient when rendering.
- Cylinder and cone physics support. Added physics to all primitive shapes in the demo scene, which previously had no physics associated with them.
- Physics entities should no longer be able to move through static physics entities in certain cases. For example if you shot a sphere at the top of the space ship in the demo you could have the ball go through the ship.
- Fixed bug that would allow some raycasts to go through the terrain.
- Particle color no longer affects the transparency of the water reflections.
- Optimized terrain shaders so they are less expensive per-pixel in various situations.
- Using physics debug view no longer kills the framerate when triangle mesh shapes are in view (like the space ship).
- Physics system has been optimized, which should improve framerate slightly.
- Improved water shader. Prior to this version all water was perfectly clear and had no light scattering, so all you really saw was extremely shiny reflections and hardly anything under the water. Water color and reflectivity are now able to be specified in the water's XML file.
- Character physics are now much more accurate (in terms of physics shape and collision response), however the character movement is currently less responsive and the character slides around easily, this will be fixed in the next release. Consider character physics a work in progress at this point.