Is there some kind of book out there that explains what gaming engine abilities or features are and what they do?
I will show what I mean
Rendering engine
Adaptive Binary Tree (ABT) scene manager, up to 100,000 entities per scene
Binary Space Partitioning (BSP) / Potential Visibility Set (PVS) (Pro Edition)
Indoor and outdoor support, seamless LOD terrain renderer
Light manager for unlimited point and spot light sources
Static and dynamic shadows
Fog areas, Camera portals, reflections and mirrors
Geometric LOD, detail textures, texture compression
Softskin models with multiple shaders; bones, vertex, and morph animation
Animated sprites and decals
Material properties for static and dynamic objects
Multiple cameras and render views, multiple monitors, widescreen support
PARTICLE & EFFECT Engine
Programmable particle generators for multiple particle types
Beam generators for laser beams and tracer paths
Pre- and postprocessing shaders, supporting shader models 1.0, 2.0, 3.0
HLSL shader language, FX file support
Per pixel lighting, bump and environment mapping, multitexturing
Layered sky system with sky cubes, sky domes, clouds and backdrop bitmaps
Dynamic decal system for bullet holes, foot prints, tire marks etc.
Programmable effects like lens flares, distortion, fisheye, etc.
Shader workshop and Shader viewer
More than 40 included shaders: cartoon, environment, gooch, bump, lambert, blinn, phong, parallax, occlusion, wind animation, mirror, water, blur, bloom, dilate, displacements, erode, bleach, sepia, emboss, posterize, lens, and many more effects
Physics & Collision Engine
Polygon level collision detection
Physics objects with gravity, damping, elasticity, friction
Hinge, ball, wheel, and slider joints with motors
Water physics with dynamic wave generation (Pro Edition)
Arbitrary axis rotations for space and flight simulators
Bezier path tracking for camera, actors or vehicles
Mouse picking and manipulating of 3D objects
Slow motion / quick motion effect
2D Engine
Multi-layer system
Animated 3D and 2D sprites
Movie player for rendering videos fullscreen and on textures
GUI panels with various button, slider, display and window types
Truetype and bitmap fonts
Screenshot generator
Sound Engine
Static and dynamic 3D sound sources with Doppler effect
Multichannel streaming sound player
WAV, OGG, MID, MP3, WMA, CD support
Network & Game Engine
Save / Load system for resuming games at arbitrary positions
Easy, tranparent client/server mode for LAN and Internet (UDP)
Multizone/multiserver support, MMOG capable (Pro Edition)
Expandable through DLL plugins
Input devices: Mouse, Keyboard, Joystick / Racewheel, SpaceNavigator®, WiiMote®
These are the abilities for the engine I have chosen but I don’t understand what they truly mean and do it is my fault for choosing a engine I have no intelligence to under stand what it can do only reason why I chosen it is because it looked like it have a lot of promising abilities to start out with.
is there a book out there that can help me in this task?
Started by bazso, Oct 17 2009 01:55 AM
4 replies to this topic
#1
Posted 17 October 2009 - 01:55 AM
#2
Posted 17 October 2009 - 02:05 AM
You might need more than one book for all that, some of the stuff listed you could probably work out on your own.
Maybe instead of reading about it ALL before you start, you could just start writing code now and see what you can work out yourself.
For example, if you want to use DLLs, "loadlibrary" is the function you use to link during runtime, but theres a little more to it than that, but actually it might as well be that easy.
Theres a lot of stuff there, alot of books could help you.
Id probably suggest getting a broad general beginners "making a game with windows" type book, cause thatll solve a lot of your problems, then you could go from there and buy some more specific graphics books like the "shader x" series, which is good - but it doesnt tell you how to do anything EXCEPT graphics. (with realtime shaders)
And of course theres always the option to use a pre made engine, and they should come with documentation about how to use them, so you could sit in the docs for your engine for a long time clueing stuff out.
After everything ive said, id probably suggest using an engine, because the difficulty level is lowered a little bit, sure you wont know how to pull a game out WITHOUT the engine, but youll sure know how to use the engine to make a game, and thats nearly as good.
If you pick an engine and start experimenting with it, im sure its pretty ok for you to post questions here about it to other users of the engine, people can help a little, but dont expect too much, no-ones gonna come round your house and do it all for you.
Maybe instead of reading about it ALL before you start, you could just start writing code now and see what you can work out yourself.
For example, if you want to use DLLs, "loadlibrary" is the function you use to link during runtime, but theres a little more to it than that, but actually it might as well be that easy.
Theres a lot of stuff there, alot of books could help you.
Id probably suggest getting a broad general beginners "making a game with windows" type book, cause thatll solve a lot of your problems, then you could go from there and buy some more specific graphics books like the "shader x" series, which is good - but it doesnt tell you how to do anything EXCEPT graphics. (with realtime shaders)
And of course theres always the option to use a pre made engine, and they should come with documentation about how to use them, so you could sit in the docs for your engine for a long time clueing stuff out.
After everything ive said, id probably suggest using an engine, because the difficulty level is lowered a little bit, sure you wont know how to pull a game out WITHOUT the engine, but youll sure know how to use the engine to make a game, and thats nearly as good.
If you pick an engine and start experimenting with it, im sure its pretty ok for you to post questions here about it to other users of the engine, people can help a little, but dont expect too much, no-ones gonna come round your house and do it all for you.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#3
Posted 17 October 2009 - 02:11 AM
Thank you for your advice I will go do that.
#4
Posted 17 October 2009 - 03:24 AM
Jargon isn't really something you can learn from a book. It's just something that you'll pick up from reading on forums, reading tutorials, reading articles etc.
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