Description: This mod has some new vehicles. Also the mechanics have been polished.

Post news Report RSS A Battlefield Like Game Engine

A 3D game engine for games like Battlefield. Making games for this engine should be very similar to making mods for Battlefield 1942 / Battlefield 2.

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Note: This is a startup project (it's very far from being completed).

A 3D game engine for games like Battlefield (other types of games may be supported via editing the game DLL).

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The concepts:

There is a clean separation between the engine, the game DLL, and the data (no scripts). So, editing the data looks like making mods for Battlefield 1942/2 (as you edit only the data (text) files: add new objects, tweak the existing ones, etc.). This gives the least flexibility (you won't be able to create games that are drastically different than the predefined). Editing the game DLL (C++) will allow you to edit the logic, add new features, classes. This gives much more flexibility, but requires the knowledge of C++. Editing of the engine is currently not considered, as it's mostly the technical stuff.

The main distinguishing part of this engine is that it will not try to copy the wide spread concept of a modern game engine (eg. UE and Unity). It will not have an all in one editor with a lot of visual features in it, but rather a set of separate tools, like the level editor (which will only edit the levels), the plugins for 3D software, etc. It should be very 'old-skool' modder friendly. It probably will not be the most powerful game engine which will support the newest features like the RTX. I'd rather want to make it simple (even minimalistic). It should also scale well so that it should not require the latest hardware.

The current state (what's done or mostly done):
- Terrain and model rendering
- Physics (via PhysX 5.3)
- Spatial optimization
- Player controller (a simple and draft one)
- The core (framework)

What's to do:
- Animation
- Object template system
- Vehicle physics
- Water
- Particle system
- Network
- Level editor
- 3D model export plugins or converters (for fbx)
- UI system
- Sound
- Better lighting and shadows

The current state demo:
Imagetools.itch.io

Why? Well, I remember how fun and easy it was to mod for Battlefield 1942/2, and I thought: why a modern game engine can't be as simple? Without all these graphs, shaders, ASMs, and other stuff which most people just do not comprehend (even hate, as I do). After all, if you want to code, you will just take C++, and if you don't, you won't be a good coder anyways.. So, I've separated the logic from the data (no scripts are available in this engine), if you want to code then edit the DLL (via the C++ source), if not then edit the data (text files) (the data is built upon the C++ code, so you'll be limited to what the C++ code provides in this case). There will be no visual tools except for the level editor.

The work isn't currently going on at the full scale, as I have to do some other things, so I'll just be adding new things as I can.

I started this engine for my own Battlefield like game a time ago. Here's a mod of mine which urged me to do so: Moddb.com I wanted some new features, and the bf1942 engine just couldn't provide me with them. So here you go.. The game isn't there of course. xD

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S_h_a_r_k_93
S_h_a_r_k_93 - - 178 comments

Good luck on your journey!

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Longobardo
Longobardo - - 714 comments

Looking good! Following this development.

Quick question: Battlefield 2 is holding up quite well except for its limited view distances which makes air combat quite unrealistic (jets high up only see fog and the terrain is hidden).

Will this engine feature higher view distances and more realisitic mechanics than the Refractor engine used in BF2?

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modmkr Author
modmkr - - 11 comments

That actually was a consideration as well. I was looking towards something what you could see in PUBG (when you jump off the plane). The objects will be LODded of course, and probably you won't be able to see the smaller objects (at least without zooming at them).. Yes, you will be able to see the terrain all the time, and the heights will be considerable. ;) (at least this is what I'm looking for)

About the mechanics.. I think they may be defined by the modders (as they will mostly be part of the game DLL).. Of course the engine will be shipped with a -goodly- fledged game DLL (which I hope won't be much worse than that of Refractor).

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Roarkes
Roarkes - - 216 comments

modmkr, the trees can have a round shape, like the phong shading in Quake army knife editor ?

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modmkr Author
modmkr - - 11 comments

Hi! Not sure what you're talking about. If you mean will the engine be compatible with the Quake army knife editor, then rather not.. At least without special conversion tools (their editor is a BSP editor I believe, while this engine is a Q-tree (terrain) engine). This engine will have its own editor (like the one in BF42). At least the plans are so. About the shape.. The trees can be of any shape, as they are simple models (whatever you model in your modelling package you can insert into the game, with the note that if it's too big (or too complex) there may be a performance impact). And yes, the trees should have impostor (ultra low detail) models as well (in most cases these should be modelled separately). This is needed to be able to draw a lot of them from far away (the trees in the BF engine have impostors as well).

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