We at Duangle are developing Liminal as an in-house prototyping game engine for no-static-assets procedural games, using None, an inhouse-developed programming language with unique features.
What can I expect?
Complete lack of documentation. Build problems. New features that break everything. Inexplicable crashes. Very little (if any) support should you run into trouble. Using Liminal will be a rough ride. If that doesn't scare you off, here are some of the features Liminal already provides:
- Procedural: Liminal is focused on providing a toolkit for creating content procedurally and interactively. As a result, there are only few loaders for existing file formats, but many interfaces for creating sound, textures, meshes and other content on the fly.
- Try ideas quickly: because it's Lua, hacking Liminal is simple. You get None and Lua access for all the handy libraries Liminal is built on: Open Dynamics Engine (ODE), OpenAL, OpenGL, SDL 2.0, OUI, nanovg, stbimage, stbvorbis, libOVR, procaudio, procmesh and more.
- Multi-target: Liminal runs on OSX, Windows and Linux (although Linux development is preferred, and the other platforms are frequently broken).
- OpenGL 3.2: Liminal is built on pure GLSL shaders, framebuffers and vertex buffers, and is ready for extraordinary visual challenges.
How do I get started?
If you're not running Linux, trying Liminal is a bad idea at the moment, as this is where the main development happens. Support for secondary platforms (Win32, OSX) is updated infrequently.
Because of Liminals many external dependencies, you will need Python 2.7, SCons, Subversion, Git, Mercurial, CMake, Premake 4 (latest unstable) to build it. The externals/build_all.py script will pull and install all required direct dependencies. SDL2 and other packages have additional dependencies that need sorting out.
Also, poke around.
I have more questions. Where can I find you?
We hang out at #liminal on IRC, freenode.net. Feel free to drop by anytime.