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Author Topic: Proteus Engine  (Read 2230 times)

Alkerak

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Proteus Engine
« on: January 31, 2013, 01:56:29 PM »

Quick question ... is it a commercial engine or in house development?
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Ed

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Re: Proteus Engine
« Reply #1 on: January 31, 2013, 02:07:28 PM »

In house - uses SDL and OpenGL for graphics, Lua for scripting, SDL for sound (heh) and it's written in C# (but not XNA, as some people have said)

We *almost* have mod support, and one of the future plans is to open this up to allow some custom mods and "remixes"
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Alkerak

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Re: Proteus Engine
« Reply #2 on: January 31, 2013, 02:21:29 PM »

What do you think of Darkbasic Pro?
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Avantagonist

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Re: Proteus Engine
« Reply #3 on: February 03, 2013, 04:55:35 PM »

Any chance some info on the audio engine will be available in the future? This game sounds amazing and procedural audio is where it's at!
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Ed

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Re: Proteus Engine
« Reply #4 on: February 04, 2013, 01:21:23 AM »

Sure, I guess we could do a blogpost on it sometime. It's not exactly procedurally "generated" audio, more procedurally mixed and composed. But the audio system might still be interesting.

What do you think of Darkbasic Pro?
I don't know it I'm afraid! I could also write something about development, using the right tools for you, working in constraints, etc. So many posts to write! ;)
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Alkerak

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Re: Proteus Engine
« Reply #5 on: February 04, 2013, 09:26:53 PM »

I am interested in the land procedural generation.
Currently I am exploring DarkBasic Pro, a wrapper for DX9, really capable for quick game development.
Has commands like MAKE TERRAIN x, y, z ... etc.
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