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 Jegas, LLC- Virtually Everything IT!TM

 Jegas, LLC is undergoing a major systems infrastructure overhaul.

Operating systems, hardware, development focus and even our strategies are just some of the things that are changing.

We have five major development efforts underway and we are narrowing our focus so that we can excel at what it is we do best: systems!

Our early adopter program for the "Accounting Integration - vTigerCRM and Quickbooks" has been picking up momentum from a funding perspective, and development efforts and internal investments have been matching them 50/50! We hoped to have a beta released by now, however we are staying the course!

Our 3D graphics team is creating a new graphics engine for Windows' DirectX 9,10,11 platforms while simultaneously building a simulation environment SDK for both industrial and entertainment applications: Simulation software and games!

We have two projects of breadth for clients in the making: one is a complete telemarketing system and the other is related to CRM data migration and is helping the vTigerCRM and Quickbooks initiative development efforts indirectly.

Lastly, the Jegas Application Server is starting to gain breadth in the number of technologies it can bring together, unfettering vendor lockin and the pain of owning disparate technologies that need to communicate with each other.

So, bear with our appearance, and temporary sluggishness... we are much busier than it seems!

--Jason P Sage

 

Jegas, LLC- Virtually Everything IT! TM

Home Jegas Products C17 DirectX - Game Engine
C17 DirectX - Game Engine PDF Print E-mail
Written by Jason P Sage   
Tuesday, 22 December 2009 10:57

C17 - DirectX - Game Engine - Released!

We've been working on this for over a year now and we made our Jan 1st, 2010 Deadline!

Overview

C17 - Game Engine Box Shot

C17 is our newest framework for wrapping Application Programming Interfaces or API's for short; our new game engine! How did we arrive at such a cryptic name for this product? Easy: A C17 is a type of military airplane designed specifically to do heavy lifting! Likewise, our C17 software does the heavy lifting for you making game and simulation software creation much easier!

Currently C17 makes life easier for folks wishing to make simulation and video game software specifically with the following API's:

  • DirectX 9.0
    • Cubic Environment Mapping
    • Multiple Render Targets
    • Ray Casting
    • Shaders 1.1 - 3.0
  • Nvidea PhysX
  • Windows Window Creation (Windows API subset)
  • XAudio2
    • Stereo and 3D Sound

This release comes with static libraries you can link into your projects, similar to how linking to a dynamic link library (DLL) except the final code is brought into your final executable program.

DOWNLOAD C17

C17 is modular and was designed to be adaptable so that when it's time to implement new technologies we can do so quickly. One of the nice things about this architecture is that you can use what you like and leave out the rest! For example, our DirectX 10 version is coming next and we already know for a fact that the code changes concerning C17 in your projects will be minimal!

As technology changes, so to will C17! A clear upgrade path was one of our main goals from C17's conception.

Game Engine?

The term Game Engine  is admittedly over used and the definition of what constitutes a game engine depends on who you ask. Why do we call this a Game Engine? Because it allows you tap into a bunch of game technologies quickly and easily while not preventing you from getting down and dirty when you want to; it's a ton of tools and shortcuts to make simulation and game software creation a lot easier!

Most simulations and games need graphics, physics, sound and user input. We have made the raw power of Microsoft's DirectX coupled with nVidea PhysX available easily right out the proverbial box!

You still need to implement your own mechanisms for loading and using various resources, such as graphic files, 3D models, sounds and music, but we supply the tools to take those resources and put them to work quickly!

C17 allows folks to make a game from start to finish: that's why we call it a game engine!

Compatibility

  • Windows XP SP3 32bit
  • Windows Vista 32bit and 64bit Installations
    • (Install DirectX SDK and PhysX SDK to c:\program files (x86) folder!)
  • Windows 7 32bit and 64bit Installations
    • (Install DirectX SDK and PhysX SDK to c:\program files (x86) folder!)

 

Licensing?

Many of you will be happy to hear it's free for non-commercial use, and this means that you can build all you want for free, but before you can sell a product made with C17, you need to purchase a commercial license or you can opt to sell your creations through Jegas, LLC directly which will avoid you having to pay out of pocket expenses; as Jegas, LLC will get a per license share from each sale.

To purchase a commercial license outright, you can visit our C17 order page.

Lessons

Something that seemed to really help the folks with our Jegas Game Classes v3.x  product is providing them with good solid examples to experiment with. We were shocked how little folks asked for help with the library! So, in keeping with what seems to work, we have bundled some examples with C17 in the subfolder named Lessons. 

We've also provided reference documentation in the form of a compiled HTML Help file or *.chm 

Screen Shots

Now remember, these are screen shots demonstrating various abilities of C17, not necessarily what C17 is capable of! You know how folks say programmer-art isn't as good as graphic artists' work? Well, that applies here. We can't wait to see what some competent graphic artists can throw at our game engine!

Basic Window LessonBasic Window Lesson
DirectX 9 Lesson
Shadow Mapping and Raycasting Lesson
Cubic Environment Mapping Demo - we are working on making this demo into a separate downloadable lesson. This is an advanced rendering technique, but as the image shows; the results can be outstanding!
FPS and PhysX Lesson - Now when you get this lesson running, don't forget the left mouse button pushes those leaf textured boxes around. This lesson demonstrates transparency, PhysX, and character controller behavior: falling in holes, going up and down ramps and stairs. Note, that there isn't any timing code in this demo - so if your PC has a SICK graphics card and processor - you might find your FPS completely off the charts and walking about the world a bit tricky! [evil grin]

 

Last Updated on Wednesday, 23 December 2009 10:46
 
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