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Jan 27th, 2003, 08:21 PM
#1
Thread Starter
Hyperactive Member
engine question....
Im going to start my engine soon and im not sure where to begin. Im going to write it in c++ i know this is the visual basic forum this is morspacific. anyway, i was wondering where to start and what do i need in my engine. Im wanting to first make a simple game that bounces the ball off the wall but then get more advanced with it, put some 3d stuff it etc. Hope you can help me.
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Jan 28th, 2003, 10:33 AM
#2
Addicted Member
I dont think you should even try to make a game engine if you don't have a clue where to start?
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Jan 28th, 2003, 11:16 AM
#3
Yeah. Such simple games don't need an engine, just put the DX stuff directly inside.
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
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Jan 28th, 2003, 03:20 PM
#4
Thread Starter
Hyperactive Member
well, i would like to make the engine so when i start my bigger project i can make the engine. So thats why im asking for the help on where to start for the engine.
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Jan 28th, 2003, 08:12 PM
#5
How extensive do you want the engine? Should it be a graphics engine or a complete game engine?
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
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Jan 29th, 2003, 03:47 PM
#6
Thread Starter
Hyperactive Member
I think it will be a complete game engine so i get the feel for it. I just want to understand how to do it so when i make a bigger game thats all.
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Jan 29th, 2003, 05:28 PM
#7
Ok, that means you need a lot of planning. I assume you'll do it as a class library (everything else would be stupid, given that you write it in C++).
So you need several sections in the engine. One for graphics. It sets up the graphics library to a ready state and allows for easy loading of your mesh and texture formats, whatever they may be.
Same thing for sound, input etc.
Then the framework, which links those sections together. It handles app startup, the game loop, time counting and such stuff.
Then you must think whether you want a physics and AI engine built in. Based on those decisions you build a class hierarchy where all objects derive from. Collidable objects, thinking objects, moving objects, player-controlled objects, fixed objects, the list goes on.
Those decisions are also based on the game type the engine is for.
You might want a scripting engine for event scripting and/or AI scripting.
So it's really a lot of work. Of course, if you have a really good one it pays off because you can then create several games relativly quick.
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
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Jan 29th, 2003, 07:19 PM
#8
Thread Starter
Hyperactive Member
ok, thanks for the help. now i look into how to actualy program those.
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