Your engine sounds really impressive. As specially for a two person project. I used GTK3 for some small python programs as well (Mostly for a custom UE4 launcher because epic doesn't provide the launcher on Linux :/). But I didn't knew it could handle a whole engine. Do you have a twitter account? I would love to be kept…
I'm still in shock. I honestly can't comprehend how 2 devs can make something as good as what studios with huge teams make, let alone a whole engine that is on par with any single modern engine I have seen so far. You guys are either time travelers or have cheat-codes for development. :# Can't wait to see what you have on…
It is in fact at home under Linux. My brother did a windows port for the editor and game. I hope my brother will post a little bit more details about the engine.
Great nice work indeed. And I love the fact that you mentioned support for Linux. Is there a way to get more information about your engine? I already spotted GTK+/QT with the Adwaita theme.
no, typically everything gets baked to keyframes when exporting as FBX file. The engine doesnt have to deal with IK or anything. On export there is one key placed for every frame with all bone tranformations as fixed values.
i love your work. you are reall talented. I was wondering if you could make a tutorial/breakdown on how to make such complicated rigs and get them in the engine. and how to get the dynamics damage you were talking about earlier?
thank you! My brother does all the programming. I´m just the artist. I will ask him to answer your question about the blurcage. We use the bullet physics engine but he heavily modified it. These are the exposed parameters to setup the car handling: