Last Updated on November 17th, 2011 (sub-pages have their own dates)
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Very nice app you made, I was trying to create the same isometric system as you did but havn’t enough time to create on my own.So my question is did you made it with jQuery php and mysql? If so I’m very interested in the beta and want to develop with you people.
By the way I’m not English but Dutch
In terms of the database, we DO use MySQL at the moment but the engine itself is database agnostic and you can choose to use any DB in the backend as long as their is a client system for it in Node. You would need to modify the server JS to work with whatever DB you wanted to use but we find that MySQL is very fast and more than enough for the needs of the project at this stage.
Using jQuery and PHP for a real-time engine like this would be a disaster because we need real time updates from the server rather than constantly polling the server for data like an XMLHTTP setup would do.
As an update to this, we have now adopted some of the functionality of MooTools directly into the engine. One of the main sections of MooTools that we are using is the Class handling stuff. MooTools provides excellent class-based code functionality and we’ve moved 90% of the code over to the class-based system now. The major advantages to this are that the code is now much easier to read and much simpler to extend. If you want to write a plugin to Isogenic, it is now as easy as extending an extisting class, or adding new methods to it.
One of the ways that Isogenic allows for multiple rendering outputs (such as Canvas, HTML and WebGL) is that the render class can be extended to include new capabilities. If something new comes out, adding a method to the render class allows new and exciting technologies to be utilised without having to wait for engine re-writes and upgrades.
As a FURTHER update… lol.
I back-tracked on using Mootools because it potentially causes issues with other libraries that sites might like to use so although the classes are coded in the format that Mootools uses, I have written my own class generator code that uses the same Mootools format but does not need Mootools to run.
You can also grab the code to my class generator here: http://www.isogenicengine.com/2010/11/22/code-a-replacement-class-generator-for-mootools-style-class-definitions/
I am very excited after watching your videos! Im really looking forward to test the beta version. I think isometric games are well suited for html5.
Keep it going!
By the way.
I’ve seen this other engine.
A product comparison would be interesting…
Difficult to give any comparison at the moment because neither engine has launched a product yet. From their promotional video they appear to use a more “game creator” approach that doesn’t require programming. Isogenic will provide In-Engine editors, but the bulk of the work will still be done with code. This is because we believe that when you create user interfaces that interact with an engine, you reduce the flexibility.
Still, since Rocket engine hasn’t been released, it would be wrong for me to draw any solid conclusions! What I can say is that Rocket looks like an excellent engine and the guys that are working on it have done a fantastic job so far. You can see more on Rocket, Isogenic and other emerging engines on YouTube.
For anyone reading the above, RocketPack.fi has been acquired by Disney so their engine is off the table now AFAIK.
Hey, how does your engine allow for full screen gaming?
The engine allows you to setup “viewports” which are like views into the world. Each viewport can have its own position and size, however if you want the viewport to simply fill the whole browser window you can just specify the viewport setting viewport.autoSize = true; and the viewport will then automatically resize to the browser window and continue to do so every time the browser changes size.
Hope that answers your question!
Will the engine support tiles that are hexagon shaped for turn based strategy games?
What about different height terrains( hills mountains lakes valleys)?
Different-shaped tiles are something that I will definitely be coding in the future so that hexagons and hexagon-isometric tiles can be used, however in version 1 I am focused on the core aspects of the engine rather than adding more tile-map shapes. This is because I want to ensure that major features such as the MMO / networking parts of the engine receive the greatest love possible before launch.
I totally agree that hex-tiles would be freaking awesome and it’s absolutely on the to-do list for after the launch of version 1!!
Regarding height maps and terrrain, again I WILL make this a feature in a later version because it’s a no-brainer that Isogenic should support it, however it’s one of those features that you’ll have to wait for I’m afraid.
I’d love to please everyone and make all the features that everyone wants but I think that to get any version out the door, I need to be sensible and limit the feature list to the lowest hanging fruit until I can generate from revenue from the business and start bringing in some more programmers to help me.
Thanks for your question and feature requests, keep them coming because what you ask for here will drive the future development of the engine!!
you better sign up here http://www.html5contest.com/ and win $50,000.. if you do b/c of this tip.. dont forget my license LOL
sorry for that tip.. they seem to just rip off game ideas since it is a gaming company behind it…………..
I’m guessing there is some small print about them owning any final code that they decide is the winning piece? Hmmm… if that is the case it is a bit naughty. Still, if they’re gonna “pay” $50,000 for it, I suppose it makes sense to actually own the rights to whatever they pay for…
Is it possible to try your engine anywhere?
The engine is still in development and a beta launch is planned for the end of this month (March 2011). As I always say when mentioning dates, nothing is set in stone as the launch is a moving target.
Very excited about this engine. I have been following it for some months now after doing a proof of concept with websockets (http://www.youtube.com/watch?v=uOY0bzuJs6c) for real time games.
Realized theres no way I can code a whole MMO on my own on my spare time so this is perfect (plus my performance was not great). I reallllly hope the release date doesn’t get changed. (Few bugs won’t make me cry, I just want to start building!! )
Really appreciate what you are doing Evan & crew, it’s looking great
Thanks David, we are not aiming for ultimate perfection for the beta release so there will no-doubt be a few bugs in it, however it is good to know that developers like yourself are willing to push through the bugs to help test the engine.
Very excited to get this out there ASAP!
Still on track for a beta release for March?
Hi Niall, you can get all the details here: http://www.isogenicengine.com/2011/03/23/closed-beta-starting/
Why did you removed post about your dirty rectangles feature?
Hello there o/
I know it is ISOgenic but just wondered if it is also possible to have trimetric projection ( http://en.wikipedia.org/wiki/File:Graphical_projection_comparison.png )
Any projection is possible since you can ask the engine to use a different renderer, then clone the one for iso and alter the code accordingly. We have no plans to implement our own trimetric render module though as it is probably a fringe use case.
If it turns out that it is something a lot of users might want we would certainly look to add it, but at present we’re focused on providing high-speed iso since it’s the most popular!
I’d rather prefer a dimetric or trimetric (Simcity 4) projection as it adds more depth, I believe. But if it will lead to performance costs or complexity, then there is nothing I can say.
Btw, will be there be camera rotations? (in 90 degrees I mean)
hi, you email bounced back.