Im depricating Luminus Engine …

Well , its exactly what the tittle describes!
now i know that even as a standalone engine it didnt really take off so that why im ending it. Im surprised it lasted up to version 4 but you know… sometimes some things arent worth perusing

So am i stopping engine development… No but i will approach it in a different way. So lately i tried getting back into vr and i have noticed 3 main reasons that break my experience

  • Fist off , The sheer amount of young kids in multiplayer lobbies. And by young i dont mean like 10 or 15 .. FUCKING 5..
    (This is actually bad for kids , please read here if you have or know someone who has kids)
  • Then is the graphics.. Why do 80% of games look like they are missing shaders or lightning (some even textures lmao)
  • lastly is performance but that is subjective

So from that view point i wanted to make a story game around space and the story of the universe , and felt like it would be best experienced in VR

I have been working on Godot for a while and i like how its light weight and its simplicity , but the lack of support for high quality assets is a big minus for me and also the incapability of rendering huge objects

Now im sure you could probably make a plugin or a HugeFuckingNode node but the point here is to learn stuff that i want , and i want to to learn how to handle this stuff myself and i also would like to learn how to interface with the OpenXR API

Now im my last livestream i decided to name this new engine Talon Engine – From the metal alloy Talonite , Why; Idk.. it sounded better than SIWID Engine (Spaghetti Idk What Im Doing) so lets make this one count!

For now im gonna try SDL3 with Vulkan but i might turn it to OpenGL if i cant fathom the Vulkan API. And the idea is to split the project from the game and the tools. talon engine will act as the game itself meaning im gonna ditch the integrated editor!

Generally i have been code reviewing the Source engine and i like the way they have build it , so im gonna go for a similar approach. Especially the Console, that is the best feature since slice bread. I might make the level editor in Talon as well but i will probably do something with QT or IMgui or maybe Wallnut , point is its gonna be separate from the engine. I believe this will take off a lot of bloat generally since you dont have to package the dev tools in every binary plus people can make editors that can work better (for example Hammer and Hammer Plus Plus). And i love the fact you can just point the game to a different directory or mount assets like that, i gotta say brilliant architecture the people at valve have made

Since i said i want a similar engine as source i kinda lied … , see it is definitely possible to create an open world game in source but its not build for that if you get what i mean … what i wanna go for is a mix of godot and source, i cant explain what i mean by that yet … but in my mind i have some ideas

What would be nice to to be able to mount source assets into talon engine games, Now logic might be hard to transfer but i would like to at least be able check the source assets tick and be able to drag in source assets (ofc dynamically mounted so if you dont own them you get the no texture asset lmao)

Lastly , i mentioned VR.. and the idea is to be able to make it almost seamless to make a PC game VR, now in reality you cant have a “add VR” button but if i follow the source engine path with triggers and stuff , it should be possible to make it easier to transform a flat screen game to VR (and vice versa)

Thats about it… i need sleep lmao… ig cyaa!

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