Erpberger Framework
Personal Project (Code Library)
I'm now converting this engine from C#/XNA to C++/DirectX. The replacement project (The KIT engine) is capable of doing basic 2D and 3D games.
The Erpberger Framework is a game library for C#/XNA. While XNA is great, it still comes in a lot of pieces which have to be tediously assembled by hand every time. In response, I've had the Erpberger Framework on the backburner for a long time. The primary goal is to take a lot of the setup and complex-but-repetetive elements of XNA and put them in a reuseable game framework. You know, like pretty much any library does.
Much of the library is only partially functional, since it's a backburner project. I work on it when I have time. Currently, it has fully functional XBox Controllers, Sprites, and Models. Most of that stuff isn't really awe inspiring, but it's a pain to set up, and Erpberger has a lot of shortcut functions that get basic operations up and running quickly.
Erpberger also contains some other nice things, like my BeTree Finite State Machine, and the current bit I'm working on, a terrain manager. The terrain manager randomly generates terrain, allows overrides of specific areas, and allows you to define wave size and direction for bodies of water.
DEVELOPMENT STATUS:
In progress (Backburner Project)
VITAL STATS:
Language: C# / XNA
Platform: PC
Dev Time: untracked
Designer: Tim Turner
NOTEABLE FEATURES:
*XBox Controllers (Full functinality with only 4 functions called from the client)
*Sprites and Models - Wrapping full rotation, position, and scaling control
*Some collision functionality
*Primitives rendering
*Extended string and math helper functions
*Hex Grid coordinate system (Coordinates, grids, and a whole lotta extras)
*Momentum/Force model
*Behavior Tree/Finite State Machine
*XBox360 OS handling (Mostly because I want to play with the XBox dialogs and file system on my terms)
DEMOS AND CONTENT:
Randomly generated terrain:
A prototype game using the HexGrid system from Erpberger:
Prototype flight sim physics model being tested over predictable-random-number chunk-loaded varriable detail terrain: