When to roll your own game engine?
I've been interested in writting games for a while, and now that I have acquired a bit of experience in programming, I feel like I could step up to making a little more complicated things. I've had some fun with SFML but since now I only had the basic classes I needed for my game objects, and a big run() method of my Game object to "run them all".
I've only written gameplay tests so far, but I feel like a complete game in the same style of programming would be a gigantic headhache source. I am now facing a problem/question : should I be considering creating my own little "game engine", learning through it, adding features as I need them ? I think it could be a really good experience, but it would certainly take time as I'm no professional, and I don't have a clear view of "how-to" yet.
I am using SFML with C++.
from my point of view no!
surely writing your own engine will help you a lot, but if you are new to programming and specially game development, you don't need what you need to implement! and besides, engines are written to provide useful features with minimum performance loss. as you say you are new to programming so you still don't know how to optimize critical sections of your code.
so in general developing an engine is a good learning opportunity, but you need to know a lot of things to be able to start developing one! it's just like trying to learn programming with C++. Although you can do anything with C++ and almost all professional game developers get their jobs done using it (don't argue I said almost!), no one recommends it for the first language to learn, since a programmer without experience could break the whole thing easily without even noticing what was wrong!
Possible Duplicate: What are good games to “earn your wings” with? Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c
library and stick with it. I switched physics engines 3 times which caused quite a bit of wasted time, so I would like to be set when I pick an Audio lib. I will be falling into the "indie" section as far..., features seem generic. Pretty much coming down to a battle between this and BASS. I have heard good and bad things. The other libraries such as OpenAL, PortAudio, Audiere, etc. were considered, but I am looking for something more drag and drop rather than something I am going to be basically writing my own front-end for. I am curious though, I remember stumbling across another library or two a few
Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions: The definition of rigid body in Box2d is A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is completely constant. And this is exactly what i don't want as i would like to make... anyway, simply for experience and to enhance physics math knowledge? I feel like it would help if i ever wanted to modify the code of an existing engine, or create a game with really unique physics
etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing... don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I... people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well
Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from... the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later
hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated... examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics
of this then why would I be here asking this question? The reason is as shocked as I am about this. I don't like to lose. I have my own queries on how appealing this project would be to someone looking... this summer and I have a good grounding on the web side of things. I've also done some very basic c++ (what i would consider basic). My c++ skills basically comes down to different tutorials on things... for. By this I mean I've always heard that graphics programming is hard. So for someone with basic c++ skills and an OK level of discrete mathematics, is it feasible to complete this project spec
I've been working with the XNA-Framework(only in 2D) for over a year now. Now I want to try and start a bigger 3D-project. But somehow I have difficulties to decide which engine/Framework I should use. So far I gathered three possible Frameworks, I want to list here: XNA with the OX-engine: I already have some experience with XNA and the Ox-engine seems to be the best possible open source... is what engine would you guys recommend? Is there any other stuff I have overseen? as mentioned before getting a little more into C++ would be great to but it is not a "must have" as I alredy worked
Lately I have been working on a game that i plan to make online. I have used different libraries to make this game as far as i could, but I feel that I should rethink on how Im sertting this game up... with the Physics correctly... So my main question is: What would be a good combination of libraries to make an online game with? Im sure that many people have good combinations of libraries for making a game... better. I would also like compatability, If Theres one that fits DirectX(at least 9) and OpenGL, then that would be good) 2D Graphics(I liked SFML, so it its possible to get something that works with SFML