What it is

The Sce-Engine is a piece of software, designed for people who want to get started with 2d and 3d game programming. The programming language is almost pure C. Knowing some C++ basics is suggested (using classes representing a 3d vector, sphere, ray, ...).
The engine should help you programming the game and the game-play. You as a game programmer should not face problems like writing shaders or implementing dynamic shadows.

camera: what is a frustum, how does camera movement work in a virtual 3d world, what is the viewport, ...
rendering: what is the double buffer system, the concept of materials, different methodes to light a 3d scene
physics: using pointmass and rigid body physics
math: use vectors and matrices to do transformations, use rays and spheres for collision detection
...

Learning how to use this engine, will give you a good insight how code, assets and scripting can work together. Entities for 3d objects, sounds, particle effects, ... have a lot of parameters that can be set by the editor, or using an ascii editor. The ingame console can be used to retrieve engine info, activate debug visualisation and can be extended with new ingame functionality.
Using the engine editor (Sce-Edit) you can build up your 3d scenes, lighten the scene, place entities into them, create materials and define new particle effects.

The main entry point into the engine is a collection of C functions. There is detailed documentation of every function with code samples. Tutorials (included in the download-package) help using the interface correctly.

If you are completely new to game or graphics programming I suggest reading the "Concepts and Definitions" section first. All necessary ideas and notions are explained there, and I really tried to keep it simple and compact.




What it is not

Using the engine, you will not learn OpenGL or DirectX. It will not teach you OpenGL to achieve this or that kind of effect. If you are interested in how i implemented stencil shadows, lightmaps or something else, you can look into the engine source code.





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