What is the best cross-platform game engine, being the most commercially supported, there is for free available for development on Linux? I'm planning on creating multiple, non-commercial, fps games to gain real industry experience in C++ game development.
Firstly, "best" is a rather subjective term, personally, I enjoy working with the Source engine (at least, the client and server which plug in to the base source engine, and determine your game play), making a MOD with a recent industry-standard engine is probably the closest you'll get to working within the confines of a restricted codebase in the industry. Others swear by the Quake engine for it's open-source qualities, and other's prefer various other engines.
If you are looking for industry experience, then I would say that it would be extremely advisable to develop your own engine, to get an idea of the scale of development that goes into producing a marketable industry-quality game. You will learn how to handle graphics development, AI development, handling performance and optimization of your code, understanding what goes into making a game cross-platform, and hopefully, have an enjoyable time. If you do decide to go down this route, I would recommend OpenGL for it's cross-platform ability, however, most games are written for Windows, so DirectX with an OpenGL fallback is also a possibility (this also allows you to learn about dynamic linking of DLLs etc.)
Although you may only be interested primarily in one field (AI Programming, Weapons programming, Physics programming etc.), building your own game-engine demonstrates to a potential employer that you are, firstly, passionate about game programming and dedicated enough to do something about it, and secondly, have a well-rounded understanding of game development, which is extremely desirable especially for a senior programmer).
Personally, other than the Source engine, I've never used another's engine for an FPS, however, I have heard good things about the cafu engine, which is supposed to be cross-platform and relatively recent (and with good access to it's rendering process etc.)
I hope this helps you to make a decision, and good luck with your future career in the gaming industry! :)
EDIT: With regards to your edited question, I believe OGRE has a lot of commercial support, and has a regularly updated code-base (and fulfills all of your other criterion). However, I would still recommend writing your own engine, for the reasons highlighted above. :)
I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does
The answers to this cross-platform related question are useful, however I want my (C++) game to run on Windows and Linux (and be packaged for Ubuntu) only. I'm not interested in platforms like mobile or consoles. Are there any specific tips or suggestions for this case? Also, if I get the game to work on linux, is it difficult to add support for OSX? Updating with more information: It will be a 3D game simulating the motion of spacecraft in the solar system. We will use Ogre3D for the graphics. We're still in the design phase, so there's no code written yet.
... that's the latest my graphics card supports), but I'm having trouble getting set up. Here's some information about my development environment: Windows 7 64 bit Eclipse Helios CDT Mingw Toolchain C++ I've tried building SDL 1.3 and following this tutorial. This ended up being a pretty big pain and I gave up amid a stream of compile errors - I'd prefer to not go this route if possible. I know also that GLEW/GLEE or some do-it-yourself extension function pointers will be required. So basically: is it possible? If so, what is the best/easiest way to make it happen? Thanks!
I've recently started a project, building a physics engine. I was hoping you could give me some advice related to some documentation and/or best technologies for this. First of all, I've seen that Game-Physics-Engine-Development is highly recommended for the task at hand, and I was wondering if you could give me a second opinion.Should I get it? Also, while browsing Amazon, I've stumbled onto Game Engine Architecture and since I want to build my physics engine for games, I thought this might be a good read aswell. Second, I know that simulating physics is highly computation intensive so I
Are you aware of a complete (or almost complete) cross platform math library for use in OpenGL ES 2.0 games? The library should contain: Matrix2x2, Matrix 3x3, Matrix4x4 classes Quaternions Vector2, Vector3, Vector4 Classes Euler Angle Class Operations amongh the above mentioned classes, conversions, etc.. Standardly used math operations in 3D graphics (Dot Product, Cross Product, SLERP, etc...) Is there such Math API available either standalone or as a part of any package? Programming Language: Visual C++ but planned to be ported to OS X and Android OS.
I'm reading C++ Primer Plus 5th Edition. I'm over at Chapter 8 exercises, which is more than half of the book to go but I was wondering what would be the "next step" after I'm through with the book? I want to use SDL/OpenGL and whatever cross-platform open source api's and libs there are available for other components of game development.
1st Question is I want to write a board game for iOS and Android so I'm coming up with CoronaSDK and AirPlay. Since I have a mac, development platform is not an issue but the problem is which one should I choose. I'm fluent with PHP and web languages and familiar with C but it's a new language for Lua. I know a lot of people prefer Corona but why not Airplay? It even provides more devices and able to write in C/C++. 2nd Question is I want a SDK with shortest development time and easier coding. I don't need complex 3D or animation engine since the game is a board game like chess or monopoly
through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development...# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.
I have been learning game development, using C++ and OpenGL, for about 4-5 months. Before that I used to program in C# and the .NET platform(about a year). So, I consider myself new to game engineering and software development as whole. Recently I read about SIMD math. I found it interesting and started wondering if it was good to use it in my math library. But, considering that I have so much to learn and I haven't even laid the foundations of my knowledge of game development, should I explore it in depth and start using it? Or should I wait until I really start to need it?