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1 jule 2016 update (preparings)

Mon Jun 20, 2016 8:48 pm by Kohedlo

XPN 27
- released schemmes of lodding.

- super optimization of 3d viewports. +300% fps
- added local configs for nonenglish windows.
- optimized Ed drawwindows.
- fixed animation convertion throught assimp. (this is green light for import more then 50 3d model formats)


- fixed "Check_BOOL" imperial-script function.
- added imaterials demo.



- added in game camera reset throught imperial script. (when iscene unloads, need that screen camera have no contain unloaded scene cameras in viewport).

Comments: 1

15st June 2016 update (released)

Tue May 31, 2016 11:32 pm by Kohedlo

XPN 24

- ported terrain-actor.


(but need some actor development) Embarassed

- ported actor-space-backdrop.
- fixed: no stop prelisten sounds in resource browser.

- added new imperial-script nodes: Get_GUI_Element_ProgressBar.ifn, Set_GUI_Element_ProgressBar.ifn (For healthbars and others).


- fixed AniTE function SetCameraTerget

- added new imperial-script nodes: Get_GUI_Element_CheckBox.ifn, Set_GUI_Element_CheckBox.ifn, Calculate3DDistance

XPN 25

- added 150 new imperial-script preferences for IWorld.
- fixed output function AniTE timelines.


- fixed imatrials.
- fixed ilight actor debug highlighting and gizmos putted on forward plane.

- added new procedural spawner-actor.

- added support of vertex model animations.
- added new imperial-script instance node "Pose(IModel_Vertex).ifn"

- added generation of autoLODs for models.



Comments: 2

Releasing Indie games for external studiosound actors.

Wed Jun 22, 2016 10:58 pm by Kohedlo

For years, to our studio write many sound actors, that ready cooperate with wow.

currently we make two AAA class games.

For the actors we can create, some small indie games, closed to aaa but minor in game world, with wow-bomb in his own gameplay and move our released games in to small game lofts. (Like steam, deusra and orhers).

You can remotely add your gamedesign propositions an our games also. Is velcome!. Or even vote as negatively.

Comments: 1

Extreeme Gamedevelopment Summer 2016

Sun May 29, 2016 4:15 pm by Kohedlo

Today we run our "Extreeme gamedevelopment summer 2016" competition for game sustems development.

There are list of nominations dev showcases:

- BEST machinima and cutscenes;
- BEST game system;
- BEST game map;

The competition actual all summer and at end we publish winners.
All demos must be maken on IE.

Possible make results in another engines, that can import in IE.

There is movies:

Comments: 1

New offline sdk distribution

Mon Jun 20, 2016 11:16 am by Kohedlo

We add new IE release distribution- "offline SDK", that contain all sources, for developing ааа game w/o internet, only by one downloаding.

Comments: 0

Meditation about my life .need to licvidate _TW_PA_ (t_worldpsychi_atry__association)

Sun Dec 13, 2015 4:31 pm by Kohedlo

Currently i have very bad life. My parents take my life under control and this is mater of death. I thinc 8 years of my work need preserve and open for people sourcecode, if i die. Sad I wish travel and live himself or create family, but people friom my city, country- very bad...

Comments: 19

Updating releases terms

Fri Jun 17, 2016 8:04 pm by Kohedlo

There are next updating releases terms:

10th or 25th day of every month, we generate wow-effected updates and 15-th or 1-st we release update. If possible, we release earler (13-15th or 25-31 days) for suitable for holidays or weekends or others days for asking our community.

p:s/ currently we wait for updates throught helping my father and throught incindent cut-offing and stealing internet cable from my home-office.

For us still protect our community from dangers of stealing or stealing rights of control for IE.

Comments: 0

[PORTED]Porting Terrain-Actor

Fri May 27, 2016 3:16 pm by Kohedlo

For moving IE to Betta version need complete porting of terrain system.

Old terrain (ogre 1.8.1) looks as:


currently status is incomplete port. Terrain is not visible.


Comments: 1

Adding Bullet physics

Sun May 29, 2016 9:46 pm by Kohedlo

We active continue integrate new physics engine- Bullet.

This for complete asses to sources and maximmum possiblities for our games.

Comments: 0

1st June 2016 STABLE update (released)

Sat May 14, 2016 7:46 pm by Kohedlo

XPN 19
- added config file for client server adress.
Multiplayer Chat (77 mb)
-fixed text characters input in GUI editbox fields.
- added new imperial-script node- "RandomProcess.ifn". That randomly choose one of 10 (from 2 to 10) process outs.
XPN 20
- fixed iscene unloading
-ported actor-ipath.

- fixed creating of include flow clases.
XPN 21
- added framework for IE demo application.
- fixed backspace key in GUI input.
XPN 22
- fixed opening ineditor anite timelines.

-added animation in to Unlit materials.
- released minimal impoet maps from Squirrel Engine.


- fixed "Play_3D_Sound.ifn" imperial-script function.
- added 17 new preferences of imaterial (makro, blend cathegory all to 150 variants).

XPN 23
- preformed optimizations:
  1)added lods to Ed drawings.

  2) (IN PROCESS)fixed memory losing.
- fixed timeline key missings when plays timelines.
- fixed fadein out
- fixed import resources.

MINI 270mb




TORRENT dirrect link:

[ Full reading ]

Comments: 1

What need for canceling silence on this site?

Fri May 27, 2016 6:08 pm by Kohedlo


Comments: 0

Years of silence

Tue May 03, 2016 10:43 pm by Kohedlo

Throughr this forum have ru domain end, and becaose of war, some time on this forum have no answers, but have very many visitings.

Possibly create another site, but i think no that visits should be on ukrainian site hosting.

Comments: 1

Autodesk release game engine based on Imperil Engine 2 technologies

Mon Aug 03, 2015 6:58 pm by Kohedlo

Some Years ago we sale Imperial Game Engine 1 and second generation for money from end paying. Imperial Game engine2 in last that time go to Ukrainian gamedevelopers that rewriting code intersects with group that creates Bitsquid game engine. In more last time Authodesk buy Bitsquid and use this core as base for new StingRay Game Engine. (Note that In time second IE kohedlostudio was using authodesk software.)

Also first game developers take our game project - a Big-Lastic Man, and after some changer prepare Z-Run game prototype for PlayStation.

with Lastic-Man gameplay.

Comments: 6

fixing run bug

Fri May 06, 2016 2:43 pm by Kohedlo

Throught silence, is was revealed that IE Editor can run only on XP or Linux throught GL renderer.

Now we fixing run enditor for Win 7, 8, 10. in GL or DirectX modes.

Comments: 3

Open Space server

Sun May 15, 2016 6:05 pm by Kohedlo

We run our MMO server of OPEN SPACE game.
server works :

from monday to friday from 17.30 to 1.00
and all weekend.

We seek ftp continual hosting.

Client and updates available from this:

Status of proiject: adding first maps.


Comments: 1

Completing the BETTA version

Tue May 03, 2016 6:06 pm by Kohedlo

It still some features that need end forming and we make betta of IE and preparing CR. of v 2.5. Still landscape editor.

Comments: 0

15st May 2016 update (released)

Sat Apr 30, 2016 12:09 pm by Kohedlo

15st May 2016 update.
XPN 16
- added new imperial-script nodes: List, ReplicateFlagData, OnReplicateFlagData, ListCollection, ForAllList.

XPN 17
- released ICG "PLANE" actor


- fixed highlight of imodels.
- fixed runing on both renderers on WIN 7,8,10.

XPN 18

Download fix (330 MB)



- added ICG dependencity enabling on iscene.For ICG geometry rotation.
- released ObjectOriented global imperial-script variables. That works out of parent flow-schemme.
- fixed null imperial-script instances serialization.
- added new imperial-script nodes: AddListBoxItem, GetListBoxSelection.

518 MB

Comments: 0

Next renderers

Thu Apr 28, 2016 6:06 pm by Kohedlo

There we ready rewrite million strokes of code for returning directx 9 throught ogre 1.9 and make his own IGR renderer. + Only console .

Comments: 0

1-st May 2016 update (released)

Sun Apr 17, 2016 8:40 am by Kohedlo


- fixed ferulas and metric systems.


- fixed imperial-script instances
- added DirectX 11 renderer.
- added imperial-scrript navigator.

- added imperial-script nodes: TwoMath.ifn и StringConverter.ifn
xpn 14:
- added physics frame updates count.

xpn 15
- fixed imaterial texture blending.
- fixed ICG originl material.
- added timeline quality.
- optimezid imperial-scriptschemme rendering quality

xpn 16
- fixed physics for skeletal imodels.

(Download 152 mb)

Comments: 0

For our new office.

Fri Apr 15, 2016 10:05 pm by Kohedlo

Today i think begin judgical toilings with sect of "jehovahsa witnessa" that take 17 years of my life, my cuarter, my wife, my life. I want that this cect compense all by giving me new building for our office with motion capture hall.

Un ukraine we call our firm- "Game Systems". Our cofriends is GAMELOFT and DEEP SILVER. Our goal make AAA class games for dvd box edition in markets. Our first project is- OPEN SPACE, that have single player, as multiplayer or server. Written on our Imperial Game Engine.

For many costs we not see E3 . But see GDC, Igromir and orter expo.

Good day for all. Very Happy

Comments: 1

Multiplayer demo

Tue Apr 12, 2016 10:16 pm by Kohedlo

53 mb

Comments: 0

15st April 2016 (released)

Sun Apr 03, 2016 1:28 pm by Kohedlo

15st April 2016 update

- fixed metrics system.
- added texture types for imaterial sampler nodes.


- released CybemapCamera.
- added dynamic textures.
- released dunamic cubemap reflections technology.
- (in process) adding difuse shader samplers to pure cubemap reflections.


- fixed: anite timeline key translations.


- added anite events: isplayed,  isereversed.

- fixed scene injecting.
- added acctor-flags namespace.
- (adding) flow flag namespaces and ncertain namespaces. (fow direct local asses to copies of assets)

Horror demo: 118 mb

- added paralel splatting of game logics.
- fixed iscene index in editor.

- added quick FadeInOut.
- added unike variables. (for copying of templates)


(Download 137 mb)

Comments: 0

IE chinemathic renderer ready

Sun Apr 03, 2016 11:20 am by Kohedlo

Today we finish minor optimisation of anite renderer, and this shows great results. From this IE can make BLOCKBUSTERS, cut-scenes, multi seasones of machinima and dynamic interactive-game-films.

Currently timeline have 1000+ basic functions- tracks.

Our next goals:

- add 9000 new timeline functions. Make complete GET/SET access by timeline or imperial-script.

p/s: let be great summer. and for who have make machinema on Imperial Game Engine.

Comments: 0

1st April 2016 (RELEASED)

Wed Mar 16, 2016 6:45 pm by Kohedlo

- added showing of types for GetData.ifn и SetProperty.ifn in Flow schemme.
- fixed ED stop simulation crash.
- fixed rebuilding of ICG. (same scale of physics).
-  added 28 GET/SET Network functions in imperial script.

- released in SceneEd IModel synchronization with IModel Editor editing.
- ported IModelEd bone highlighting.

- added networking flag replication (this type of replication present in most online games ever (contra strike and others).

Shocked Very Happy oops. IE checked  on viruses and viruses removed.! Wink Rolling Eyes

- fixed ExitApplication function in imperialscript.

- added Timer.ifn function in imperial-script.
-[ FAILED] added Global Fog actor and complete GET/SET imperial-script support (16 new script functions ).

- fixed ExitApplication function in imperialscript.

- added Timer.ifn function in imperial-script.
- added Global Fog actor and complete GET/SET imperial-script support (16 new script functions ).
- added Glow for imaterials.


- added swizzle effect for Unlit materials.
- added texture blending modes in material.

- added flow_input_variable to anite track list.
- added new anite node: move_relative_actor

- (TASK FAIL)updated OGRE renderer
- added new imperial-script nodes Get_Actor_Position, Get_Actor_Rotation, Get_Actor_Scale

- ported imateial texture offset scale
- added offset moving in imaterials.


Comments: 2

New Licensing

Sun Mar 22, 2015 7:49 pm by Kohedlo

This is plan of new licensing.

Licansing terms:

New license statements date: 29 march 2016

Accepting this license statements, you receive right use Imperial GDK:

From 2015.3.4 all new innovations of IE(as game engine) was created from NULL, designed indeppendently and rests under copyright protection. (c) all rights reserved (2015) wow-bomb game studios.

1. Imperial GDK - is free for uncommercial ussage.
For commercial projects, possible 4 license types (see   - licensing table). For contact:

2 Third party game engine components is under his licenses.

3 Imperial Game Engine source code- protected by copyrights and belongs
to wow-bomb games studios (c)2007-2016 (igor goloperov). IE components go according his own licensing.
For Noncommercial users no permission take moneys on basis IE. For commercial using avaialable 5 types of licenses.

4. For VIPs available some cases.

5 IE source code go under license using and big personal modifications need have permission.

6. Still duty to protect IE, and budget fond of IE from riscs, dangers, and orher issues for garanty of sequrity Of IE quality and clearnes.

-boost - Boost Software License.
-poco - Boost Software License.
-wxWidgets - wxLibraryLicense.
-ogre 3d- MIT Licence.
-caeleum- Lgpl.
-Hydrax- Copyright (C) 2009 Xavier Verguнn Gonzбlez <> <>
-SkyX- Copyright (C) 2009-2013 Xavier Verguнn Gonzбlez <> Visit
-Galaxy Engine Copyright (C) 1995-2004 Jean-loup Gailly and Mark Adler
-Editable Terrain Manager- created 2007 by Holger Frydrych Find it at:
-cegui- Cegui library license.
-Particle universe.
-PhysX, NxOgre.
-Ogre AL., OpenAL.
-Flite CMU.

Used toolkit tools is: is under his own licenging.

All rights reserved to Goloperov Igor
(Igor Pirie, kohedlo, Igor …

[ Full reading ]

Comments: 4

June 2016

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