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Game Engine Development


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#1 GamerZ

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Posted 22 December 2009 - 06:22 PM

Hi how i can learn to programm a Game Engine in 3D with Shaders,3 Views,3D View,Wireframe,Cameras,Sound... and a Leveleditor etc.
Can someone advise me a E-Book or something?

hope someone can me help

-GamerZ-

#2 SamuraiCrow

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Posted 22 December 2009 - 06:32 PM

If you've never written a game before, don't bother trying to write an engine. Your priorities will get all screwed up and you'll end up with nothing useful.

Try working with something free and open-source first like Irrlicht for graphics and OpenAL Soft for sound. You can learn a lot from those projects just by looking at their code. The best part is that you can use Irrlicht code in your own projects if you list the authors' names in the credits since it is under a Zlib/LibPNG license.

#3 GamerZ

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Posted 22 December 2009 - 06:41 PM

I written a Game but without a engine.
I want to programm a engine so i want to know how


Hope you can help me


-GamerZ-

#4 SamuraiCrow

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Posted 22 December 2009 - 11:08 PM

Ok, for starters, what kind of game did you write? What programming language did you write it in?

Also, what engines have the features you are looking for? (It's really hard to figure out what kind of game engine you want to make without knowing what kind of game you want to make with it.)

#5 GamerZ

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Posted 23 December 2009 - 07:43 AM

Kind of Game: First Person Shooter
Programming Language: C++
Features: Shaders,Cameras,Animation,Leveleditor etc.

-GamerZ-

#6 onyxthedog

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Posted 23 December 2009 - 04:31 PM

Do you know C++?
/* Perfect_day.c */
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........

#7 starstutter

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Posted 23 December 2009 - 07:06 PM

The requests you're making are overly generic. But anyway...

I think what you should do is write another larger scale game without an engine. However, rather than just writing it like you did before, make the deisgn modular (as in different components are not interconnected) and have the code be written to where it is re-usable. You'll kind of see an engine just start to "take shape" over time.
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#8 Vilem Otte

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Posted 25 December 2009 - 12:13 AM

Making an engine is really long-run quest. It is better to make games with generic functions and you will see that it is beginning to be an engine, building exactly just general game engine is very complicated process (just basic design of such application is really complicated to be generic).

I really don't recommend building the engine, although I'm working in company where we are building one (it was first thought to be just hybrid rendering engine, but now it is starting to be full scale game engine), it is much harder work than "just" developing a game - every game has limits somewhere else, and imagine that you have to write an engine so general, to cover every game possible (that would be ideal game engine, but as ideal woman no ideal engine exists here I appologize to Lucy, if she is reading this ... hope that she isn't), so we can create just engine more or less general.
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#9 Hertta

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Posted 28 December 2009 - 11:51 PM

The idea of using an engine is to be able to use the same basic framework again, and build an another game on top of ot. If you aren't really planning on creating something new on top of the engine later on, I'd suggest you to take more integrated approach. Don't try to divide the game, game content and the engine into separate blocks, but instead fuse them as one.





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