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	<channel>
		<title><![CDATA[Esenthel Forum - Making Games]]></title>
		<link>https://esenthel.com/forum/</link>
		<description><![CDATA[Esenthel Forum - https://esenthel.com/forum]]></description>
		<pubDate>Fri, 17 Apr 2026 10:34:08 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Game description text system]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10129</link>
			<pubDate>Thu, 01 Oct 2020 00:30:02 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10129</guid>
			<description><![CDATA[Hi,<br />
I wanna build a description system, It is a database which can store instruction text, <br />
dialogue, notification text, mission brief etc, these information will be loaded into the game at the moment I want.<br />
<br />
Example: I have a training mission which has a bunch of instruction text paragraphs. They appear each time player complete a task, like "Good job! Now go left. Follow the yellow line and blah blah (it sould be 1 or 2 paragraphs and display at the corner of screen or something like that. Or before loading any mission (map/level) there is some text of briefing.<br />
<br />
I want to make it outside the game, on a text file, CSV or Excel is the best. This is good for content editing without get into the engine and edit in hard code.<br />
<br />
Please give me some advices for my purpose. Thank you everyone !]]></description>
			<content:encoded><![CDATA[Hi,<br />
I wanna build a description system, It is a database which can store instruction text, <br />
dialogue, notification text, mission brief etc, these information will be loaded into the game at the moment I want.<br />
<br />
Example: I have a training mission which has a bunch of instruction text paragraphs. They appear each time player complete a task, like "Good job! Now go left. Follow the yellow line and blah blah (it sould be 1 or 2 paragraphs and display at the corner of screen or something like that. Or before loading any mission (map/level) there is some text of briefing.<br />
<br />
I want to make it outside the game, on a text file, CSV or Excel is the best. This is good for content editing without get into the engine and edit in hard code.<br />
<br />
Please give me some advices for my purpose. Thank you everyone !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Make a top down RPG?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9922</link>
			<pubDate>Sat, 07 Mar 2020 18:24:01 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9922</guid>
			<description><![CDATA[<span style="font-weight: bold;">Hey everyone! </span> i want to make a top down RPG using this engine. with a quest log and such. would that be possible? kinda like divinity OS 2 but the combat is much much more dumbed down.<br />
<br />
thanks]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Hey everyone! </span> i want to make a top down RPG using this engine. with a quest log and such. would that be possible? kinda like divinity OS 2 but the combat is much much more dumbed down.<br />
<br />
thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Neosis GUI with esenthel]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9899</link>
			<pubDate>Mon, 24 Feb 2020 10:39:38 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9899</guid>
			<description><![CDATA[Does anyone have experience with neosis gui and does it work fine with esenthel?]]></description>
			<content:encoded><![CDATA[Does anyone have experience with neosis gui and does it work fine with esenthel?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Camera Collision with terrain object]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9569</link>
			<pubDate>Tue, 23 Jul 2019 19:01:24 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9569</guid>
			<description><![CDATA[Hi,<br />
<br />
I've put several buildings into the world.<br />
Now I tried the camera colission tutorial from game basics.<br />
<br />
My issue:<br />
Collision with ground works fine, but does not work on buildings.<br />
Path Mesh on objects has been set to "Fully Block".<br />
<br />
Code (copied from tutorial)<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>desired_camera.yaw&nbsp;&nbsp;-=Ms.d().x;<br />
desired_camera.pitch+=Ms.d().y;<br />
Clamp(desired_camera.pitch, -PI_2, PI_4);<br />
desired_camera.dist=Max(1.0, desired_camera.dist*ScaleFactor(Ms.wheel()*-0.2));<br />
desired_camera.at&nbsp;&nbsp;=Players[0].ctrl.center();<br />
desired_camera.setSpherical();<br />
<br />
Ball ball(0.1, desired_camera.at);<br />
<br />
Physics.move(ball, desired_camera.matrix.pos-ball.pos, ~IndexToFlag(AG_CONTROLLER));<br />
<br />
Cam.setPosDir(ball.pos, desired_camera.matrix.z, desired_camera.matrix.y);<br />
<br />
Cam.updateVelocities().set();</code></div></div>
<br />
I have no idea what else I could try.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I've put several buildings into the world.<br />
Now I tried the camera colission tutorial from game basics.<br />
<br />
My issue:<br />
Collision with ground works fine, but does not work on buildings.<br />
Path Mesh on objects has been set to "Fully Block".<br />
<br />
Code (copied from tutorial)<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>desired_camera.yaw&nbsp;&nbsp;-=Ms.d().x;<br />
desired_camera.pitch+=Ms.d().y;<br />
Clamp(desired_camera.pitch, -PI_2, PI_4);<br />
desired_camera.dist=Max(1.0, desired_camera.dist*ScaleFactor(Ms.wheel()*-0.2));<br />
desired_camera.at&nbsp;&nbsp;=Players[0].ctrl.center();<br />
desired_camera.setSpherical();<br />
<br />
Ball ball(0.1, desired_camera.at);<br />
<br />
Physics.move(ball, desired_camera.matrix.pos-ball.pos, ~IndexToFlag(AG_CONTROLLER));<br />
<br />
Cam.setPosDir(ball.pos, desired_camera.matrix.z, desired_camera.matrix.y);<br />
<br />
Cam.updateVelocities().set();</code></div></div>
<br />
I have no idea what else I could try.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Route for enemies]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9464</link>
			<pubDate>Thu, 24 Jan 2019 13:08:47 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9464</guid>
			<description><![CDATA[Hy there,<br />
<br />
Can someone explain me please how can i make a route for enemies in Esenthel. I and my friend ,we are trying to make a Tower Defense game like Bloons TD and we need a route for ours enemy . For exemple the enemy must start on the bottomside on the point A and he must follow an route to point B on the topside. I tryed to make a Rect and than i said if my enemy cuts this rect turn right or left but doesen´t work can someon help me please?<br />
<br />
Than you]]></description>
			<content:encoded><![CDATA[Hy there,<br />
<br />
Can someone explain me please how can i make a route for enemies in Esenthel. I and my friend ,we are trying to make a Tower Defense game like Bloons TD and we need a route for ours enemy . For exemple the enemy must start on the bottomside on the point A and he must follow an route to point B on the topside. I tryed to make a Rect and than i said if my enemy cuts this rect turn right or left but doesen´t work can someon help me please?<br />
<br />
Than you]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My fun with RawParticles]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9167</link>
			<pubDate>Thu, 22 Dec 2016 06:04:19 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9167</guid>
			<description><![CDATA[inspired by <a href="http://www.esenthel.com/forum/showthread.php?tid=4202&amp;page=3&amp;highlight=RawParticles" target="_blank">http://www.esenthel.com/forum/showthread...wParticles</a><br />
<br />
hello guy, here to talk about the RawParticles!<br />
<br />
what is it ? RawParticles is pretty much a lighter version of Particles and for that reason have better performance.<br />
<br />
there's little to no information in tutorials, and forum discussion.<br />
<br />
here is my little 2 cents to help the next person interested by this<br />
<br />
What i tried to do is to set some particles to immitate rain<br />
it is fairly easy and looks like particles in the idea.<br />
<br />
First i set up my class that will carry rawparticles information as i like to do.<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>class MyRawParticlesAttributs<br />
{&nbsp;&nbsp; <br />
&nbsp;&nbsp; // save pos for next frame update as we dont want to reset pos every frame.<br />
&nbsp;&nbsp; flt posx; <br />
&nbsp;&nbsp; flt posy; <br />
&nbsp;&nbsp; flt posz;<br />
&nbsp;&nbsp; Color myColor;<br />
&nbsp;&nbsp; flt myRadius;<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; void SetRandom() // used at creation / respawn. can be improve to create particles where rain drop down.<br />
&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posx=RandomF(Plr.pos().x-100, Plr.pos().x+100);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posy=RandomF(Plr.pos().y+50, Plr.pos().y+100);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posz=RandomF(Plr.pos().z-100, Plr.pos().z+100);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int randomLight=Random(150, 200); int randombrightness=Random(150, 255);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;myColor=Color(randomLight, randomLight, randomLight, randombrightness);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;myRadius=RandomF(0.3, 1);<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; void SetLinear() // linear update of the particle<br />
&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posy-=Time.rd()*50;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posx-=0;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posz-=0;<br />
&nbsp;&nbsp; }<br />
}<br />
<br />
C int MyRawParticleArrayNumber=5000; // setting up n° of particles wanted<br />
RawParticles RawParticles_Atmo;<br />
RawParticles.Particle particleArray[MyRawParticleArrayNumber];<br />
MyRawParticlesAttributs particleArrayAttribut[MyRawParticleArrayNumber];</code></div></div>
<br />
in create anywhere in your code : just set it up for the update to work correctly<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>RawParticles_Atmo.palette(false).create(UID(2049046545, 1233068177, 1469235131, 745495318));<br />
&nbsp;&nbsp; REP(MyRawParticleArrayNumber)particleArrayAttribut[i].SetRandom();</code></div></div>
nb: i couldnt get palette(true) to work for some reason, so i used RM_BLEND instead.<br />
<br />
Put this in your game update<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>REP(MyRawParticleArrayNumber)<br />
&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArrayAttribut[i].SetLinear();<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(particleArrayAttribut[i].posy&lt;=Game.World.hmHeight(Vec2(particleArrayAttribut[i].posx, particleArrayAttribut[i].posz)))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; particleArrayAttribut[i].SetRandom();<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].radius = particleArrayAttribut[i].myRadius;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].vel&nbsp;&nbsp;&nbsp;&nbsp;= Vec(0, 0, 0); // do not care about vel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].color&nbsp;&nbsp;= particleArrayAttribut[i].myColor;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].pos = Vec(particleArrayAttribut[i].posx, particleArrayAttribut[i].posy , particleArrayAttribut[i].posz);<br />
&nbsp;&nbsp; } <br />
&nbsp;&nbsp; RawParticles_Atmo.set(&amp;particleArray[0], MyRawParticleArrayNumber);</code></div></div>
nb : confusing about how to set them correctly, might be wrong. might be right.<br />
<br />
in drawing<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>case RM_BLEND:<br />
{<br />
RawParticles_Atmo.draw();<br />
}break;</code></div></div>
<br />
some images :<br />
<blockquote><cite>Quote:</cite><a href="http://www.hostingpics.net/viewer.php?id=532606Rainimg1.png" target="_blank"><img src="http://img11.hostingpics.net/pics/532606Rainimg1.png" border="0" alt="[Image: 532606Rainimg1.png]" /></a><br />
<br />
<a href="http://www.hostingpics.net/viewer.php?id=750971imgrain2.png" target="_blank"><img src="http://img11.hostingpics.net/pics/750971imgrain2.png" border="0" alt="[Image: 750971imgrain2.png]" /></a></blockquote>
please let me know if anything is wrong/needs improvement <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /><br />
<br />
added a link to EE project here : <a href="http://www.filedropper.com/rawparticles" target="_blank">http://www.filedropper.com/rawparticles</a><br />
<br />
thanks !]]></description>
			<content:encoded><![CDATA[inspired by <a href="http://www.esenthel.com/forum/showthread.php?tid=4202&amp;page=3&amp;highlight=RawParticles" target="_blank">http://www.esenthel.com/forum/showthread...wParticles</a><br />
<br />
hello guy, here to talk about the RawParticles!<br />
<br />
what is it ? RawParticles is pretty much a lighter version of Particles and for that reason have better performance.<br />
<br />
there's little to no information in tutorials, and forum discussion.<br />
<br />
here is my little 2 cents to help the next person interested by this<br />
<br />
What i tried to do is to set some particles to immitate rain<br />
it is fairly easy and looks like particles in the idea.<br />
<br />
First i set up my class that will carry rawparticles information as i like to do.<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>class MyRawParticlesAttributs<br />
{&nbsp;&nbsp; <br />
&nbsp;&nbsp; // save pos for next frame update as we dont want to reset pos every frame.<br />
&nbsp;&nbsp; flt posx; <br />
&nbsp;&nbsp; flt posy; <br />
&nbsp;&nbsp; flt posz;<br />
&nbsp;&nbsp; Color myColor;<br />
&nbsp;&nbsp; flt myRadius;<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; void SetRandom() // used at creation / respawn. can be improve to create particles where rain drop down.<br />
&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posx=RandomF(Plr.pos().x-100, Plr.pos().x+100);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posy=RandomF(Plr.pos().y+50, Plr.pos().y+100);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posz=RandomF(Plr.pos().z-100, Plr.pos().z+100);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int randomLight=Random(150, 200); int randombrightness=Random(150, 255);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;myColor=Color(randomLight, randomLight, randomLight, randombrightness);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;myRadius=RandomF(0.3, 1);<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; void SetLinear() // linear update of the particle<br />
&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posy-=Time.rd()*50;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posx-=0;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;posz-=0;<br />
&nbsp;&nbsp; }<br />
}<br />
<br />
C int MyRawParticleArrayNumber=5000; // setting up n° of particles wanted<br />
RawParticles RawParticles_Atmo;<br />
RawParticles.Particle particleArray[MyRawParticleArrayNumber];<br />
MyRawParticlesAttributs particleArrayAttribut[MyRawParticleArrayNumber];</code></div></div>
<br />
in create anywhere in your code : just set it up for the update to work correctly<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>RawParticles_Atmo.palette(false).create(UID(2049046545, 1233068177, 1469235131, 745495318));<br />
&nbsp;&nbsp; REP(MyRawParticleArrayNumber)particleArrayAttribut[i].SetRandom();</code></div></div>
nb: i couldnt get palette(true) to work for some reason, so i used RM_BLEND instead.<br />
<br />
Put this in your game update<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>REP(MyRawParticleArrayNumber)<br />
&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArrayAttribut[i].SetLinear();<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(particleArrayAttribut[i].posy&lt;=Game.World.hmHeight(Vec2(particleArrayAttribut[i].posx, particleArrayAttribut[i].posz)))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; particleArrayAttribut[i].SetRandom();<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].radius = particleArrayAttribut[i].myRadius;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].vel&nbsp;&nbsp;&nbsp;&nbsp;= Vec(0, 0, 0); // do not care about vel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].color&nbsp;&nbsp;= particleArrayAttribut[i].myColor;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;particleArray[i].pos = Vec(particleArrayAttribut[i].posx, particleArrayAttribut[i].posy , particleArrayAttribut[i].posz);<br />
&nbsp;&nbsp; } <br />
&nbsp;&nbsp; RawParticles_Atmo.set(&amp;particleArray[0], MyRawParticleArrayNumber);</code></div></div>
nb : confusing about how to set them correctly, might be wrong. might be right.<br />
<br />
in drawing<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>case RM_BLEND:<br />
{<br />
RawParticles_Atmo.draw();<br />
}break;</code></div></div>
<br />
some images :<br />
<blockquote><cite>Quote:</cite><a href="http://www.hostingpics.net/viewer.php?id=532606Rainimg1.png" target="_blank"><img src="http://img11.hostingpics.net/pics/532606Rainimg1.png" border="0" alt="[Image: 532606Rainimg1.png]" /></a><br />
<br />
<a href="http://www.hostingpics.net/viewer.php?id=750971imgrain2.png" target="_blank"><img src="http://img11.hostingpics.net/pics/750971imgrain2.png" border="0" alt="[Image: 750971imgrain2.png]" /></a></blockquote>
please let me know if anything is wrong/needs improvement <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /><br />
<br />
added a link to EE project here : <a href="http://www.filedropper.com/rawparticles" target="_blank">http://www.filedropper.com/rawparticles</a><br />
<br />
thanks !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Unity Refugee]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9120</link>
			<pubDate>Tue, 04 Oct 2016 20:57:55 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9120</guid>
			<description><![CDATA[Hello, <br />
I'm Khyrid.<br />
<br />
I'm considering leaving Unity (personal edition) to work with Esenthel instead. My project (working title: Sorrawind) is a first person shooter/survival horror type and I want it to be compatible with occulus rift. I couldn't find anything about occulus in the documentation, but I hear this engine is compatible. <br />
<br />
I already got as far as making the core game mechanics. I still needed to start making my art assets and world building. I spent years working on the code for it though in mostly unity java script language. Now I'll have to re-write it all from scratch.<br />
<br />
My game is pretty basic. It uses a few arrays to store the amount of enemies and items in each level, so the world has some persistence. Line of sight is important as the player must often hide from enemies. I haven't figured out what I will do for cut-scenes yet. Very importantly, because the AI uses a lot of melee attacks, the navmesh path finding needs to be real time. I had to build my own work-around for unity free to do this. So it is my biggest concern for Esenthel. Everything else is stupidly simple and I think I shouldn't have too much difficulty with it. I would finish with Unity, it's a great engine, but I don't think it's right for me.<br />
<br />
Anyway, I'm not looking for support just yet. I just wanted to say hello and make it known where I'm coming from and what I'm planning on making, but if anyone has any good links for me, I'll check them out. I plan on purchasing a binary license this weekend.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=2929" target="_blank">Snippets2.jpg</a> (Size: 247.16 KB / Downloads: 173)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello, <br />
I'm Khyrid.<br />
<br />
I'm considering leaving Unity (personal edition) to work with Esenthel instead. My project (working title: Sorrawind) is a first person shooter/survival horror type and I want it to be compatible with occulus rift. I couldn't find anything about occulus in the documentation, but I hear this engine is compatible. <br />
<br />
I already got as far as making the core game mechanics. I still needed to start making my art assets and world building. I spent years working on the code for it though in mostly unity java script language. Now I'll have to re-write it all from scratch.<br />
<br />
My game is pretty basic. It uses a few arrays to store the amount of enemies and items in each level, so the world has some persistence. Line of sight is important as the player must often hide from enemies. I haven't figured out what I will do for cut-scenes yet. Very importantly, because the AI uses a lot of melee attacks, the navmesh path finding needs to be real time. I had to build my own work-around for unity free to do this. So it is my biggest concern for Esenthel. Everything else is stupidly simple and I think I shouldn't have too much difficulty with it. I would finish with Unity, it's a great engine, but I don't think it's right for me.<br />
<br />
Anyway, I'm not looking for support just yet. I just wanted to say hello and make it known where I'm coming from and what I'm planning on making, but if anyone has any good links for me, I'll check them out. I plan on purchasing a binary license this weekend.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=2929" target="_blank">Snippets2.jpg</a> (Size: 247.16 KB / Downloads: 173)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hello Just wanted to ask about Ineisis]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9117</link>
			<pubDate>Mon, 03 Oct 2016 01:17:34 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9117</guid>
			<description><![CDATA[Hi, I was just wandering if there is any new Ineisis tutorials. <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /> Thanks]]></description>
			<content:encoded><![CDATA[Hi, I was just wandering if there is any new Ineisis tutorials. <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" /> Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Space and Landscape Hybrid Game, Esenthel Possible?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9063</link>
			<pubDate>Sat, 02 Jul 2016 17:57:12 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9063</guid>
			<description><![CDATA[<span style="font-family: Verdana;"><span style="font-size: medium;">Firstly I will state that I have been in and out of Esenthel since early in 2.0. I liked Esenthel but at that time it just was not what Unity 4 was. I purchased a Unity 4 Pro license and went to work with testing engine capabilities. What I loved about Esenthel is the open design...dream it and you can do it concept. Unity 5 and UE4 and Esenthel 3.0 are here and readily willing to be tested. Esenthel 3.0 is very nice. Unity 5 is a stability nightmare and UE4 is super robust but is very heavy handed and limited in landscape scope. Which...brings these questions to Esenthel.<br />
<br />
Pre-note: The design is a 'Container' design. Each Container is responsible for handling any/all 'Objects' within the container. Containers speak with other containers to transfer information then distribute this information to appropriate objects for data. Different engines handle this concept differently and various persons give this different names. Basically...this is a Box/Container design in its pure form.<br />
<br />
<br />
1 - Master Container (I call this the Module...similar in concept to Bioware's Aurora Engine) that exists at all times in the engine. It is a singular 'Container' that any other container can access for Global Data and Global Configurations.<br />
<br />
What needs to be done in Esenthel to make this Master Container exist at all times?<br />
<br />
<br />
2 - Space Levels and Scaling<br />
Current design in Unity can handle 0.001 scaling for maximum level size of 100,000 Unity Units....name that whatever you want. This ends up being for 'Space-Like' travel 0.001 = 1m or 100,000km radius flatten cylinder. Large but very careful management of 0.001 calculations for positioning and such must be accounted for. UE4 is much the same except much smaller space levels making UE4 unacceptable for Space Flight.<br />
<br />
Obviously scaling realistic space is not really possible nor is it 'Fun'. This is why I have  set scaling properly and connecting flattened cylinders between systems with jump gates (static wormholes).<br />
<br />
What would be an acceptable size of a Esenthel Space System?<br />
<br />
<br />
3 - Ship Interiors and Walking around in them<br />
In both Unity 5 and UE4 with the scaling setting above I was able to have the Interiors of the ships move with the ship in scaled space. The speed of the ships are fairly slow in Impulse Drive mode (sub 2000m/s). All parts (models, particle FX, etc..)...including the ship...are inside a 'Container Object' that all move together. The inside of the ship (all models) is simply turned off when outside the ship (variables tell the scripts to render or not). This design is efficient and works very well.<br />
<br />
How would Esenthel accomplish the same or similar technique? And will there be any 'hitching' in the models and particle FX as the entire container is moved through the area?<br />
<br />
<br />
4 - Space to Planet Transitions<br />
Currently a very acceptable method is Fade to Black on Planet Approach then Fade from Black at some elevation above the landscape below. Cloud rendering is horrible in Unity 5 and UE4 is fast but acceptable volumetric clouds are still very system heavy. 500m is the current maximum elevation allowed to be under the cloud layers for visual quality.<br />
<br />
Are Volumetric Clouds an option in Esenthel? And what would be the recommended elevation to Fade from Black given a 16 or 32km2 landscape in Esenthel given current rendering capabilities and culling?<br />
<br />
<br />
5 - Space movement and physics<br />
Current design is Non-Physics based movement. This has enormous efficiency benefits but the cycle rate of the code must be fast enough to reliably calculate at 0.0001 (1 10th of scaling). Triggers work on their own for damage and particle FX creation only when they need to. Turrets rotate smoothly and track targets like computers really should/do. Projectiles and pulse lasers are 3D objects with particle FX along for the ride. This design works in both Unity 5 and UE4 (much better in UE4). Unity 5 has many issues but most can be 'hacked' around.<br />
<br />
Can Esenthel reliably handle the container math for this type of design?<br />
<br />
<br />
6 - Connecting more than 1 server to a central data server<br />
I really like the design of Esenthel from reading the server capabilities in regards to player/client to server. One thing not certain though is if running multiple server boxes with exactly the same build can connect to a completely separate build housing the 'Data'. No rendering is needed for this server. It is data and code only. This is basically for Client Unlocks and Trade Networks. Each client in an individual server can post their crafted things to a Trade Network which clients in other servers can purchase and post their own items. This is super powerful in that it makes even single user servers have access to a Global Trade Network. Global Events work in the same fashion. All servers have the event happen at the same time.<br />
<br />
Is it possible for Esenthel to have the servers connected in such a fashion?<br />
<br />
<br />
The rest that make up the design criteria of the game is well within the Esenthel capabilities. Testing the capabilities of game engines is very time consuming since validation testing is required. In this light I do not wish to test any more game engines as to their 'stated' capabilities. This is a 10+ year venture and is extremely important that the underlying engine is solid and capable of reliably doing the duties.<br />
<br />
Cheers and Regards,<br />
Olander</span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Verdana;"><span style="font-size: medium;">Firstly I will state that I have been in and out of Esenthel since early in 2.0. I liked Esenthel but at that time it just was not what Unity 4 was. I purchased a Unity 4 Pro license and went to work with testing engine capabilities. What I loved about Esenthel is the open design...dream it and you can do it concept. Unity 5 and UE4 and Esenthel 3.0 are here and readily willing to be tested. Esenthel 3.0 is very nice. Unity 5 is a stability nightmare and UE4 is super robust but is very heavy handed and limited in landscape scope. Which...brings these questions to Esenthel.<br />
<br />
Pre-note: The design is a 'Container' design. Each Container is responsible for handling any/all 'Objects' within the container. Containers speak with other containers to transfer information then distribute this information to appropriate objects for data. Different engines handle this concept differently and various persons give this different names. Basically...this is a Box/Container design in its pure form.<br />
<br />
<br />
1 - Master Container (I call this the Module...similar in concept to Bioware's Aurora Engine) that exists at all times in the engine. It is a singular 'Container' that any other container can access for Global Data and Global Configurations.<br />
<br />
What needs to be done in Esenthel to make this Master Container exist at all times?<br />
<br />
<br />
2 - Space Levels and Scaling<br />
Current design in Unity can handle 0.001 scaling for maximum level size of 100,000 Unity Units....name that whatever you want. This ends up being for 'Space-Like' travel 0.001 = 1m or 100,000km radius flatten cylinder. Large but very careful management of 0.001 calculations for positioning and such must be accounted for. UE4 is much the same except much smaller space levels making UE4 unacceptable for Space Flight.<br />
<br />
Obviously scaling realistic space is not really possible nor is it 'Fun'. This is why I have  set scaling properly and connecting flattened cylinders between systems with jump gates (static wormholes).<br />
<br />
What would be an acceptable size of a Esenthel Space System?<br />
<br />
<br />
3 - Ship Interiors and Walking around in them<br />
In both Unity 5 and UE4 with the scaling setting above I was able to have the Interiors of the ships move with the ship in scaled space. The speed of the ships are fairly slow in Impulse Drive mode (sub 2000m/s). All parts (models, particle FX, etc..)...including the ship...are inside a 'Container Object' that all move together. The inside of the ship (all models) is simply turned off when outside the ship (variables tell the scripts to render or not). This design is efficient and works very well.<br />
<br />
How would Esenthel accomplish the same or similar technique? And will there be any 'hitching' in the models and particle FX as the entire container is moved through the area?<br />
<br />
<br />
4 - Space to Planet Transitions<br />
Currently a very acceptable method is Fade to Black on Planet Approach then Fade from Black at some elevation above the landscape below. Cloud rendering is horrible in Unity 5 and UE4 is fast but acceptable volumetric clouds are still very system heavy. 500m is the current maximum elevation allowed to be under the cloud layers for visual quality.<br />
<br />
Are Volumetric Clouds an option in Esenthel? And what would be the recommended elevation to Fade from Black given a 16 or 32km2 landscape in Esenthel given current rendering capabilities and culling?<br />
<br />
<br />
5 - Space movement and physics<br />
Current design is Non-Physics based movement. This has enormous efficiency benefits but the cycle rate of the code must be fast enough to reliably calculate at 0.0001 (1 10th of scaling). Triggers work on their own for damage and particle FX creation only when they need to. Turrets rotate smoothly and track targets like computers really should/do. Projectiles and pulse lasers are 3D objects with particle FX along for the ride. This design works in both Unity 5 and UE4 (much better in UE4). Unity 5 has many issues but most can be 'hacked' around.<br />
<br />
Can Esenthel reliably handle the container math for this type of design?<br />
<br />
<br />
6 - Connecting more than 1 server to a central data server<br />
I really like the design of Esenthel from reading the server capabilities in regards to player/client to server. One thing not certain though is if running multiple server boxes with exactly the same build can connect to a completely separate build housing the 'Data'. No rendering is needed for this server. It is data and code only. This is basically for Client Unlocks and Trade Networks. Each client in an individual server can post their crafted things to a Trade Network which clients in other servers can purchase and post their own items. This is super powerful in that it makes even single user servers have access to a Global Trade Network. Global Events work in the same fashion. All servers have the event happen at the same time.<br />
<br />
Is it possible for Esenthel to have the servers connected in such a fashion?<br />
<br />
<br />
The rest that make up the design criteria of the game is well within the Esenthel capabilities. Testing the capabilities of game engines is very time consuming since validation testing is required. In this light I do not wish to test any more game engines as to their 'stated' capabilities. This is a 10+ year venture and is extremely important that the underlying engine is solid and capable of reliably doing the duties.<br />
<br />
Cheers and Regards,<br />
Olander</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Transparent backgroud when rendering to texture]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9024</link>
			<pubDate>Fri, 20 May 2016 06:31:32 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9024</guid>
			<description><![CDATA[Hi, <br />
in Render to Texture Tutorial , i tried removing the box leaving only the ball drawn in the texture . <br />
doing so renders the ball  surrounded by black color  inside the texture , how do i make the texture transparent (removing the black color , leaving the  ball only in the texture ) ?]]></description>
			<content:encoded><![CDATA[Hi, <br />
in Render to Texture Tutorial , i tried removing the box leaving only the ball drawn in the texture . <br />
doing so renders the ball  surrounded by black color  inside the texture , how do i make the texture transparent (removing the black color , leaving the  ball only in the texture ) ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dynamically create terrain OBJs]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9000</link>
			<pubDate>Thu, 28 Apr 2016 14:36:14 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9000</guid>
			<description><![CDATA[Hi , <br />
i have an objects if i assign to them class <span style="font-weight: bold;">OBJ_ITEM</span> they get drawn , but if i change it to terrain they don't , the items are created dynamically using<span style="font-weight: bold;"> Game.World.objCreate()</span>; .<br />
in <span style="font-weight: bold;">Init()</span> function i have  : <br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Game.World.activeRange(D.viewRange())<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .setObjType(Items, OBJ_ITEM)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .setObjType (Chrs, OBJ_CHR)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .New&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(UID(3199326727, 1331546700, 2335466931, 1420158981)) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .update&nbsp;&nbsp;&nbsp;&nbsp; (Cam.at);<br />
&nbsp;&nbsp; if(Game.World.settings().environment)Game.World.settings().environment-&gt;set();</code></div></div>
<br />
as documentation says , they should be without parameters ,and <span style="font-weight: bold;">can't be accessed from code</span> .<br />
the problem is i want them to be terrain because i want them for path finding like in pathfinding tutorial , i am creating them dynamically and i can't create them statically in a world - i mean its for game levels i dont want to create hundreds of worlds (for each level) , thats why a wrote class to draw them dynamically but for now only works with OBJ_ITEMs .<br />
what can i do to get pathfinding functionality works with my objects ?]]></description>
			<content:encoded><![CDATA[Hi , <br />
i have an objects if i assign to them class <span style="font-weight: bold;">OBJ_ITEM</span> they get drawn , but if i change it to terrain they don't , the items are created dynamically using<span style="font-weight: bold;"> Game.World.objCreate()</span>; .<br />
in <span style="font-weight: bold;">Init()</span> function i have  : <br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Game.World.activeRange(D.viewRange())<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .setObjType(Items, OBJ_ITEM)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .setObjType (Chrs, OBJ_CHR)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .New&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(UID(3199326727, 1331546700, 2335466931, 1420158981)) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; .update&nbsp;&nbsp;&nbsp;&nbsp; (Cam.at);<br />
&nbsp;&nbsp; if(Game.World.settings().environment)Game.World.settings().environment-&gt;set();</code></div></div>
<br />
as documentation says , they should be without parameters ,and <span style="font-weight: bold;">can't be accessed from code</span> .<br />
the problem is i want them to be terrain because i want them for path finding like in pathfinding tutorial , i am creating them dynamically and i can't create them statically in a world - i mean its for game levels i dont want to create hundreds of worlds (for each level) , thats why a wrote class to draw them dynamically but for now only works with OBJ_ITEMs .<br />
what can i do to get pathfinding functionality works with my objects ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game menu (GUI) Animated text]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8962</link>
			<pubDate>Thu, 17 Mar 2016 06:57:54 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8962</guid>
			<description><![CDATA[Hello,<br />
<br />
I would like to get the gamename (Evolution Wars) to do an entering animation on the GUI.<br />
<br />
Can someone help me with this?<br />
SCREENSHOT OF WHERE THE TEXT SHOULD BE AFTER ANIMATION:<br />
<a href="http://prntscr.com/agac86" target="_blank">http://prntscr.com/agac86</a><br />
GUI CODE:<br />
class startscreen<br />
{<br />
private:<br />
   GuiObjs objs;<br />
   Window * window;<br />
   Button * Settings;<br />
   Button * Play;<br />
   Button * DifficultyButton;<br />
   Window * SWindow;<br />
   <br />
    //   static void startgame(startscreen &amp; obj) {}<br />
    //   static void showsettings(startscreen &amp; obj) {}<br />
   static void showSWindow(startscreen &amp; obj)<br />
   {<br />
      obj.DifficultyButton.show();<br />
      obj.SWindow.fadeIn();<br />
   }<br />
   static void hideSWindow(startscreen &amp; obj)<br />
   {<br />
      obj.SWindow.fadeOut();<br />
   }<br />
public:<br />
<br />
   void create()<br />
   {<br />
      objs.load(UID(2598745021, 1147379394, 3844668068, 139917717));<br />
      window = objs.findWindow("window");<br />
      Play = objs.findButton("play");<br />
      Settings = objs.findButton("settings");<br />
      DifficultyButton = objs.findButton("DifficultyButton");<br />
      SWindow = objs.findWindow("SWindow");<br />
      <br />
      SWindow.hide();<br />
      Play.func(hideSWindow, T);<br />
      Settings.func(showSWindow,  T);<br />
      <br />
      Gui += objs;<br />
   }<br />
}<br />
startscreen Startscreen;<br />
<br />
void InitPre()<br />
{<br />
   EE_INIT();<br />
   D.mode(windowWidth, WindowHeigth);<br />
}<br />
bool Init()<br />
{<br />
   Startscreen.create();<br />
   return true;<br />
}<br />
void Shut()<br />
{<br />
   <br />
}<br />
bool Update()<br />
{<br />
   Gui.update();<br />
   return true;<br />
}<br />
void Draw()<br />
{<br />
   D.clear(WHITE);<br />
   Gui.draw();<br />
}<br />
<br />
Thank you so much!]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I would like to get the gamename (Evolution Wars) to do an entering animation on the GUI.<br />
<br />
Can someone help me with this?<br />
SCREENSHOT OF WHERE THE TEXT SHOULD BE AFTER ANIMATION:<br />
<a href="http://prntscr.com/agac86" target="_blank">http://prntscr.com/agac86</a><br />
GUI CODE:<br />
class startscreen<br />
{<br />
private:<br />
   GuiObjs objs;<br />
   Window * window;<br />
   Button * Settings;<br />
   Button * Play;<br />
   Button * DifficultyButton;<br />
   Window * SWindow;<br />
   <br />
    //   static void startgame(startscreen &amp; obj) {}<br />
    //   static void showsettings(startscreen &amp; obj) {}<br />
   static void showSWindow(startscreen &amp; obj)<br />
   {<br />
      obj.DifficultyButton.show();<br />
      obj.SWindow.fadeIn();<br />
   }<br />
   static void hideSWindow(startscreen &amp; obj)<br />
   {<br />
      obj.SWindow.fadeOut();<br />
   }<br />
public:<br />
<br />
   void create()<br />
   {<br />
      objs.load(UID(2598745021, 1147379394, 3844668068, 139917717));<br />
      window = objs.findWindow("window");<br />
      Play = objs.findButton("play");<br />
      Settings = objs.findButton("settings");<br />
      DifficultyButton = objs.findButton("DifficultyButton");<br />
      SWindow = objs.findWindow("SWindow");<br />
      <br />
      SWindow.hide();<br />
      Play.func(hideSWindow, T);<br />
      Settings.func(showSWindow,  T);<br />
      <br />
      Gui += objs;<br />
   }<br />
}<br />
startscreen Startscreen;<br />
<br />
void InitPre()<br />
{<br />
   EE_INIT();<br />
   D.mode(windowWidth, WindowHeigth);<br />
}<br />
bool Init()<br />
{<br />
   Startscreen.create();<br />
   return true;<br />
}<br />
void Shut()<br />
{<br />
   <br />
}<br />
bool Update()<br />
{<br />
   Gui.update();<br />
   return true;<br />
}<br />
void Draw()<br />
{<br />
   D.clear(WHITE);<br />
   Gui.draw();<br />
}<br />
<br />
Thank you so much!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Multiple Game.World server side]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8950</link>
			<pubDate>Wed, 24 Feb 2016 09:38:24 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8950</guid>
			<description><![CDATA[Hello community !<br />
<br />
I'm actually working on the project Qanga: <a href="https://www.facebook.com/Qanga-190411084336708/?fref=ts" target="_blank">https://www.facebook.com/Qanga-190411084336708/?fref=ts</a><br />
<br />
And I would like to make a multiple instance World, so I have some questions about the way to do it. I'm asking myself on how share physic, PathWorld, Neighboor on a same server with different world. I would like to do that to control monsters and know object movable position. So I start by decompose my "client_in_game", Area (contain my static objects like items and construction's player) into a map&lt;idInstance,myDecompose&gt;.<br />
<br />
myDecompose is like:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>class myDecompose{<br />
&nbsp;&nbsp;&nbsp;&nbsp;Map&lt;posArea,Area&gt; mapArea; //each Area comunicate with client_in_game to send informations<br />
&nbsp;&nbsp;&nbsp;&nbsp;Memc&lt;Client&gt; client_in_game;<br />
&nbsp;&nbsp;&nbsp;&nbsp;//I think i need Game.World myWorldInstance; but I don't try yet just asking myself<br />
&nbsp;&nbsp;&nbsp;&nbsp;//And Map&lt;idMonster,Monster&gt; mapMonster; wich can freely move throught areas<br />
}</code></div></div>
<br />
The aim is to permit us to create multiple game of 20-50 players with different worlds on the same server. <br />
<br />
So any suggestion ?]]></description>
			<content:encoded><![CDATA[Hello community !<br />
<br />
I'm actually working on the project Qanga: <a href="https://www.facebook.com/Qanga-190411084336708/?fref=ts" target="_blank">https://www.facebook.com/Qanga-190411084336708/?fref=ts</a><br />
<br />
And I would like to make a multiple instance World, so I have some questions about the way to do it. I'm asking myself on how share physic, PathWorld, Neighboor on a same server with different world. I would like to do that to control monsters and know object movable position. So I start by decompose my "client_in_game", Area (contain my static objects like items and construction's player) into a map&lt;idInstance,myDecompose&gt;.<br />
<br />
myDecompose is like:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>class myDecompose{<br />
&nbsp;&nbsp;&nbsp;&nbsp;Map&lt;posArea,Area&gt; mapArea; //each Area comunicate with client_in_game to send informations<br />
&nbsp;&nbsp;&nbsp;&nbsp;Memc&lt;Client&gt; client_in_game;<br />
&nbsp;&nbsp;&nbsp;&nbsp;//I think i need Game.World myWorldInstance; but I don't try yet just asking myself<br />
&nbsp;&nbsp;&nbsp;&nbsp;//And Map&lt;idMonster,Monster&gt; mapMonster; wich can freely move throught areas<br />
}</code></div></div>
<br />
The aim is to permit us to create multiple game of 20-50 players with different worlds on the same server. <br />
<br />
So any suggestion ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[About Esenthel Engine Capacity]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8745</link>
			<pubDate>Sat, 31 Oct 2015 07:47:59 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8745</guid>
			<description><![CDATA[Hii,,<br />
<br />
So i'm gonna thinking about creating MMORPG Game using Esenthel for Windows with Full Source model.<br />
<br />
My plan is using Crafting System, Xtreme Pvp Player System, Magic, Shooting, Melee War. (Like Tera Online / Dragon Nest).<br />
We should know this will toke alot time and alot experience.<br />
So i'm gonna want to know if it possibly using this Engine for creating by C++, Esenthel Engine.<br />
Hope some people give review about this.<br />
<br />
Thank you Cheerss,<br />
William from Pandora]]></description>
			<content:encoded><![CDATA[Hii,,<br />
<br />
So i'm gonna thinking about creating MMORPG Game using Esenthel for Windows with Full Source model.<br />
<br />
My plan is using Crafting System, Xtreme Pvp Player System, Magic, Shooting, Melee War. (Like Tera Online / Dragon Nest).<br />
We should know this will toke alot time and alot experience.<br />
So i'm gonna want to know if it possibly using this Engine for creating by C++, Esenthel Engine.<br />
Hope some people give review about this.<br />
<br />
Thank you Cheerss,<br />
William from Pandora]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to get the AABB for the terrain]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8414</link>
			<pubDate>Sun, 29 Mar 2015 09:58:39 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8414</guid>
			<description><![CDATA[Hi All,<br />
<br />
I've been away for a while but I'm finally getting back into it and will have a license purchased as soon as PayPal allows me to make a payment!<br />
<br />
Anyway, I'm working on a game which requires me to limit the camera movement to the bounds of the terrain. The camera will be an overhead floating camera like an RTS game. So what I need is to get the AABB from the terrain as a whole, and I cannot seem to find anyway of even getting a handle on the terrain object.<br />
<br />
Any help will be appreciated.]]></description>
			<content:encoded><![CDATA[Hi All,<br />
<br />
I've been away for a while but I'm finally getting back into it and will have a license purchased as soon as PayPal allows me to make a payment!<br />
<br />
Anyway, I'm working on a game which requires me to limit the camera movement to the bounds of the terrain. The camera will be an overhead floating camera like an RTS game. So what I need is to get the AABB from the terrain as a whole, and I cannot seem to find anyway of even getting a handle on the terrain object.<br />
<br />
Any help will be appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Helpful Website for Indie Game Devs]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8409</link>
			<pubDate>Thu, 26 Mar 2015 04:38:37 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8409</guid>
			<description><![CDATA[This website may be helpful if you're developing a game:<br />
<a href="http://www.pixelprospector.com/" target="_blank">http://www.pixelprospector.com/</a><br />
<br />
Particularly this section:<br />
<a href="http://www.pixelprospector.com/the-marketing-guide-for-game-developers/" target="_blank">http://www.pixelprospector.com/the-marke...evelopers/</a>]]></description>
			<content:encoded><![CDATA[This website may be helpful if you're developing a game:<br />
<a href="http://www.pixelprospector.com/" target="_blank">http://www.pixelprospector.com/</a><br />
<br />
Particularly this section:<br />
<a href="http://www.pixelprospector.com/the-marketing-guide-for-game-developers/" target="_blank">http://www.pixelprospector.com/the-marke...evelopers/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Blending textures]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8357</link>
			<pubDate>Wed, 18 Feb 2015 11:38:02 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8357</guid>
			<description><![CDATA[Hi all!<br />
<br />
Just wanted to share this article:<br />
<a href="https://unionassets.com/blog/mixing-textures-of-the-landscape-194" target="_blank">https://unionassets.com/blog/mixing-text...dscape-194</a><br />
<br />
In two words - the technique can increase quality of several textures blended together.<br />
We can get this<br />
<img src="http://habrastorage.org/storage2/6cf/9fd/03c/6cf9fd03c46bbe439fdc38eeedfc5335.jpg" border="0" alt="[Image: 6cf9fd03c46bbe439fdc38eeedfc5335.jpg]" /><br />
<br />
from this<br />
<img src="http://habrastorage.org/storage2/5b0/c19/132/5b0c191329d7745ed66ac379e9c9ac33.jpg" border="0" alt="[Image: 5b0c191329d7745ed66ac379e9c9ac33.jpg]" /><br />
<br />
It would be great to see it in EE, hope Greg  will leave comment to this post <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" />]]></description>
			<content:encoded><![CDATA[Hi all!<br />
<br />
Just wanted to share this article:<br />
<a href="https://unionassets.com/blog/mixing-textures-of-the-landscape-194" target="_blank">https://unionassets.com/blog/mixing-text...dscape-194</a><br />
<br />
In two words - the technique can increase quality of several textures blended together.<br />
We can get this<br />
<img src="http://habrastorage.org/storage2/6cf/9fd/03c/6cf9fd03c46bbe439fdc38eeedfc5335.jpg" border="0" alt="[Image: 6cf9fd03c46bbe439fdc38eeedfc5335.jpg]" /><br />
<br />
from this<br />
<img src="http://habrastorage.org/storage2/5b0/c19/132/5b0c191329d7745ed66ac379e9c9ac33.jpg" border="0" alt="[Image: 5b0c191329d7745ed66ac379e9c9ac33.jpg]" /><br />
<br />
It would be great to see it in EE, hope Greg  will leave comment to this post <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="smile" title="smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Need feedback for a lowpoly vegetation mini tutorial series]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=8049</link>
			<pubDate>Sat, 11 Oct 2014 13:38:31 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=8049</guid>
			<description><![CDATA[So I'm in the middle of making a huge collection of low poly plants, and was thinking I  could share some of the techniques I picked up along the way. I don't want to make long winded video tutorials that are software specific, I'm looking for a more distilled way of communicating the ideas across.. <br />
<br />
So one idea I had is to make a series of "micro" tutorials like this:<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=2573" target="_blank">lowpoly-climbingplant-microtut.jpg</a> (Size: 318.31 KB / Downloads: 129)
<!-- end: postbit_attachments_attachment --><br />
<br />
This is just the very first iteration, maybe an added step and a few more words, ..but would this style work for any of you?<br />
<br />
..any other ideas, examples?]]></description>
			<content:encoded><![CDATA[So I'm in the middle of making a huge collection of low poly plants, and was thinking I  could share some of the techniques I picked up along the way. I don't want to make long winded video tutorials that are software specific, I'm looking for a more distilled way of communicating the ideas across.. <br />
<br />
So one idea I had is to make a series of "micro" tutorials like this:<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=2573" target="_blank">lowpoly-climbingplant-microtut.jpg</a> (Size: 318.31 KB / Downloads: 129)
<!-- end: postbit_attachments_attachment --><br />
<br />
This is just the very first iteration, maybe an added step and a few more words, ..but would this style work for any of you?<br />
<br />
..any other ideas, examples?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making Object infocard description]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=7951</link>
			<pubDate>Fri, 29 Aug 2014 13:35:37 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=7951</guid>
			<description><![CDATA[I'm wondering about making infocard description for button, ability, item and such. Is there a better than using external string table?<br />
<br />
I required it to be easily localization and allow function calling, so embedded in code or gui's desc will probably not work.<br />
<br />
Only problem I have is, because EE3.0 cannot edit it directly, so I often forget to reload a file.<br />
<br />
I'm using text file with XML format to write description, by use GUI's desc or Object's UID as XmlNode.<br />
And special character to replace with function, wrote by using XmlNode in XmlData area.<br />
This is my XML sample.<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>HT = text, pos=text position, big=size.<br />
## = Function, will search for node then find function and replace this text.<br />
Cal = Calculate with parameters as math functions.<br />
<br />
&lt;entity name="chr_movement" icon="UID()"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;IMG src="UID()"/&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT Big="1"&gt;Movement Speed&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0, 0.215"&gt;Current:&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.18 0.215"&gt;##&lt;GetMovementSpeed/&gt;&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.30, 0.215"&gt;##&lt;GetDistanceUnit/&gt;&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.38, 0.215"&gt;( ## %) &lt;Cal p1="/" p2="*"&gt;##&lt;GetMovementSpeed/&gt; ##&lt;GetChrExstats par1="MoveSpeed" par2="#"/&gt; 100 &lt;/Cal&gt;&lt;/HT&gt;<br />
&lt;/entity&gt;</code></div></div>
<br />
I can move those node to below for readability (I think ;p)<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&lt;entity name="chr_movement" icon="UID()"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;IMG src="UID()"/&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT Big="1"&gt;Movement Speed&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0, 0.215"&gt;Current:&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.18 0.215"&gt;##&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.30, 0.215"&gt;##&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.38, 0.215"&gt;( ## %) ## ## 100 &lt;/Cal&gt;&lt;/HT&gt;<br />
&lt;GetMovementSpeed/&gt;<br />
&lt;GetDistanceUnit/&gt;<br />
&lt;Cal p1="/" p2="*"&gt;<br />
&nbsp;&nbsp; &lt;GetMovementSpeed/&gt;<br />
&nbsp;&nbsp; &lt;GetChrExstats par1="MoveSpeed" par2="#"/&gt;<br />
&lt;/entity&gt;</code></div></div>
Results approximately<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>[img]Movement Speed<br />
Current:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4.3&nbsp;&nbsp;&nbsp;&nbsp; m&nbsp;&nbsp;&nbsp;&nbsp;(100.00%)</code></div></div>
<br />
They're quite messy by the way, maybe there's better way to achieve it.]]></description>
			<content:encoded><![CDATA[I'm wondering about making infocard description for button, ability, item and such. Is there a better than using external string table?<br />
<br />
I required it to be easily localization and allow function calling, so embedded in code or gui's desc will probably not work.<br />
<br />
Only problem I have is, because EE3.0 cannot edit it directly, so I often forget to reload a file.<br />
<br />
I'm using text file with XML format to write description, by use GUI's desc or Object's UID as XmlNode.<br />
And special character to replace with function, wrote by using XmlNode in XmlData area.<br />
This is my XML sample.<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>HT = text, pos=text position, big=size.<br />
## = Function, will search for node then find function and replace this text.<br />
Cal = Calculate with parameters as math functions.<br />
<br />
&lt;entity name="chr_movement" icon="UID()"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;IMG src="UID()"/&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT Big="1"&gt;Movement Speed&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0, 0.215"&gt;Current:&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.18 0.215"&gt;##&lt;GetMovementSpeed/&gt;&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.30, 0.215"&gt;##&lt;GetDistanceUnit/&gt;&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.38, 0.215"&gt;( ## %) &lt;Cal p1="/" p2="*"&gt;##&lt;GetMovementSpeed/&gt; ##&lt;GetChrExstats par1="MoveSpeed" par2="#"/&gt; 100 &lt;/Cal&gt;&lt;/HT&gt;<br />
&lt;/entity&gt;</code></div></div>
<br />
I can move those node to below for readability (I think ;p)<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&lt;entity name="chr_movement" icon="UID()"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;IMG src="UID()"/&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT Big="1"&gt;Movement Speed&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0, 0.215"&gt;Current:&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.18 0.215"&gt;##&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.30, 0.215"&gt;##&lt;/HT&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&lt;HT pos="0.38, 0.215"&gt;( ## %) ## ## 100 &lt;/Cal&gt;&lt;/HT&gt;<br />
&lt;GetMovementSpeed/&gt;<br />
&lt;GetDistanceUnit/&gt;<br />
&lt;Cal p1="/" p2="*"&gt;<br />
&nbsp;&nbsp; &lt;GetMovementSpeed/&gt;<br />
&nbsp;&nbsp; &lt;GetChrExstats par1="MoveSpeed" par2="#"/&gt;<br />
&lt;/entity&gt;</code></div></div>
Results approximately<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>[img]Movement Speed<br />
Current:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4.3&nbsp;&nbsp;&nbsp;&nbsp; m&nbsp;&nbsp;&nbsp;&nbsp;(100.00%)</code></div></div>
<br />
They're quite messy by the way, maybe there's better way to achieve it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is there an active Esenthel Community/Skype group?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=7907</link>
			<pubDate>Tue, 12 Aug 2014 20:12:21 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=7907</guid>
			<description><![CDATA[Hello, just as the topic says. I am wondering if there is a Skype group or active community where other programmers/modelers are for Esenthel?<br />
<br />
Any post I see seems to take forever between replies, is Esenthel just not overly used anymore or what?<br />
<br />
Thanks.]]></description>
			<content:encoded><![CDATA[Hello, just as the topic says. I am wondering if there is a Skype group or active community where other programmers/modelers are for Esenthel?<br />
<br />
Any post I see seems to take forever between replies, is Esenthel just not overly used anymore or what?<br />
<br />
Thanks.]]></content:encoded>
		</item>
	</channel>
</rss>