Search found 13 matches
posted on September 10th, 2019, 11:23 am
Indeed we are "back in business". We have never really been out of business, working on the engine constantly, but because of "reasons", we were not allowed to publish our code publicly for a long time (giving it privately to others was fine, though). This situation has thankfull...
posted on October 19th, 2016, 10:14 pm
Thanks for that insightful post, I will have to discuss this with the rest of the team, I won't make any promises though, especially not short-term.
posted on October 19th, 2016, 1:09 pm
Hey corbo950 Regarding the license: We actually wanted to use a license that is as open as possible. Creative Commons seemed to be a good fit. Until now I was not aware that they actually discourage use for software projects, so thanks for pointing that out. We had already considered to maybe change...
posted on June 26th, 2016, 7:03 pm
The core infrastructure is ported to Linux and Mac. Generally one could make games with ez for those platforms and it is a long term goal for the engine to be fully cross platform. However some higher level functionality is currently only implemented on Windows. Most notably our rendering is all Dir...
posted on June 11th, 2016, 8:31 am
Fortunately the GitHub repository is not representative of the ezEngine development. We use a Subversion repository for development and only synchronize to GitHub very rarely. The last commit was a very small bugfix, which was merged out of order, because someone who uses ez for another side project...
posted on March 5th, 2016, 2:26 pm
I can totally understand that some people are interested even in the low level coding aspects. As a developer, I find such things often way more intriguing than the shiny render trailers :D If you want updates about ezEngine itself, I can see to maybe post something every once in a while. It would b...
posted on February 29th, 2016, 9:32 pm
If you are a C++ developer and you are interested in game development, you can also help by simply using http://ezengine.net and giving us feedback. Doesn't need to have anything to do with FleetOps, every bug that you find, or every feature that we can improve in collaboration will ultimately help ...
posted on January 12th, 2015, 12:26 pm
So, does that mean that even if FO itself doesn't officially support Linux I could compile the ezEngine myself and copy the relevant files from a Windows install, either out of the Wine directory or the Program Files folder on my Windows partition?: That will not be possible. Think of the engine as...
posted on January 11th, 2015, 10:28 pm
ez currently compiles both in 32 and 64 Bit. We might drop official 32 Bit support at some point, but it actually doesn't take any extra effort. Mantle and DX12 are theoretically possible, but right now it doesn't make sense putting any work in that. DX11 will be sufficient for a looong time. Not su...
posted on November 17th, 2014, 9:54 pm
You really desperately want to have an update on what is going on behind the scenes? I can't talk for the FO team, I can only talk for the ezEngine team, but here goes: Just a few days ago one of use has analyzed the performance of our data structures (containers, similarly to the C++ STL) and has m...
posted on September 17th, 2014, 9:39 am
There is a difference between the DX11 API (what ez will support) and the DX10 / DX11 feature set. Only because your graphics card does not support the full DX11 feature set, does not mean that a DX11 render cannot run on your graphics card. That's what DX11 "downlevel" support is for. So ...
posted on September 17th, 2014, 6:58 am
ez will only support DX11 and up.
posted on September 8th, 2014, 11:40 am
>> Do you intend to include a mod system like the current FO version or various Bethesda games, Civilization games, etc.? Also, if there is a mod system, would it be possible to use it to override bits of the engine with custom code to add new features or modify existing behavior? The way you can mo...