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Unnamed C# Engine


lexkymbeth
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**This is highly unfinished! And may not ever be finished**

The .exe's are different because the first one is a newer SS.

Things the engine will/that do

* Client (10%)
* Server (5%)
* Maps (100% Tiled, multilayered. placing a layer named 'Player' will draw the players on that layer)
* Editors (0%)
* Custom Objects (50% Signs and lights so far..)
* Other things I can not think of (0%)

Credits

* Deathbeam for [spooker](https://github.com/deathbeam/spooker) library
* Crest for [network.cs](https://github.com/DylanDodds/Juiced-Engine/blob/master/Server/Network/Network.cs) core

![](http://puu.sh/adgLR/c3c14f4f83.jpg)

![](http://puu.sh/abNdd/c3ac9f7e50.jpg)
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Lighting was prebuilt with the library spooker [https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs](https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs) , The light source stretches as you walk away from it, kinda like visible area of the light
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> Lighting was prebuilt with the library spooker [https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs](https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs) , The light source stretches as you walk away from it, kinda like visible area of the light

wait. So is there an overall shader in your light system? I mean like for example if the map is night time, would there be a dark transparent tint rendered over AND for each light, the location of the light would be removed from the dark transparent tint?

I'm not very good at explaining what I'm trying to say xD
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