
The camera is a perspective camera used to see the game in 3D.
First-Person Camera: this camera is a simple FPS camera with spring physics that is attached near the player's head level. The engine extracts the triangles from the terrain and creates collision for it. The height-map processor which is the custom content pipeline for the terrain converts that bitmap image into geometry. A height-field bitmap is used to describe the terrain. Terrain Engine & Editor (Work-In-Progress): As of right now, the game engine can render a simple terrain that can be scaled at any size. Object Scene Management: Rotate, Scale or Translate objects along any of the three axes either individually or by a group (Work-In-Progress). Neoforce by Tom Shane: This will be used as the GUI for the editor. Microsoft XACT is a great tool to implement sound into the game but I am also exploring new techniques with sound.
Vehicle Physics: The car object class for the JigLibX physics engine has also been extended to support better handling.So I am changing out all the floats to avoid major physics performance issues on the Xbox 360. I mention this because the Xbox 360 has some issues processing floating points. JigLibX also makes extensive use of the "float" object. To help with JigLibX's physics performance on Xbox 360, I am changing its foreach statements to for and I will be adding separate loading threads to help improve the low frame-rate issues. I am extending and improving it in many ways. JigLibX 4.0 (handles the 3D collision): I have highly modified the Jiggle Physics Library to run on XNA 4.0 and MonoGame.3D Model Types: DirectX, FBX and Obj (Collada file support is in the works).Radial Blur Effect (WIP): this effect will be used to visually show speed when flying or driving at extremely high speeds.Shadow Mapping with screen space blurring (soft shadows).Light Types: Diffuse, Specular and Color.Day & Night-time Cycle (work-in-progress).
Volumetric Clouds (needs some improvements). The Engine Facts Sheet will be updated over time so stay tuned. I am curious to see how others will use this tool one day possibly in ways I never thought or imagined. Once it is further developed, I will release it. The game engine is still in its infancy stages of development which is why I haven't made it available yet to the community. The game engine is not perfect by any means. For more information, check out the engine overview at:. It takes care of many things such as physics, lighting, animation, audio, input, GUI, particle effects, and artificial intelligence. The game engine was primarily built to serve the needs of Steel Cyclone Studios' game projects. Due to its highly extensible and adaptable comprehensive code, it can easily be customized to suit the creation of any type of game. The engine is built with a large degree of flexibility in mind. Cyclone Game Engine is a cross-platform 2D/ 3D engine built upon the MonoGame and XNA Frameworks to help make it easier and save time creating games.