Game Engines ... ?
#1
Posted 27 August 2003 - 07:04 AM
So, my question are these :
* How do you define an Engine?
* What basically is the Engine?
* How do you create it and steps involved in its creation?
* Where can it be implemented and How ...?
Maybe stupid ... but I am curious to know ... :blush:
The Lion King</span>
#2
Posted 27 August 2003 - 08:46 AM
an engine has no standalone functionality though. it needs a client application to feed it data and tell it what to do with that data ( "here is a model. i'd like that to be drawn at [x,y]").
a complete "game engine" would maybe include many services, such as network services, scripting, AI routines, gfx, etc.
#3
Posted 27 August 2003 - 09:21 AM
a worlds first on devmaster.net! :D
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#4
Posted 27 August 2003 - 10:21 AM
The Lion King</span>
#5
Posted 27 August 2003 - 10:43 AM
think of it that way: you can replace levels, models, and all.. for example you replace all doom3 models,levels,scenes,everything in doom3 with.. say.. mario64 models,levels,sounds etc..
it would still be doom3 running in the background, this time displaying the mario64 world. the doom3 that runs then is the engine.. the thing, that makes your game run.
for example, you can buy the quake3 engine, and use it for your own game. done for alice for example, and others. or the quake2 engine, or what ever engine. just the exe + dll's actually..
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#6
Posted 27 August 2003 - 11:25 AM
;) Any tutorials or guidlines on creaing an engine :blush: ?
The Lion King</span>
#7
Posted 27 August 2003 - 01:42 PM
you can learn what makes an engine best if you simply read and try to understand the code of other engines... a great place to start is the nebula engine from radonlabs the quake I + II engines might be interesting, too.
#8
Posted 27 August 2003 - 08:26 PM
Quote
I don't think that would be a good idea for learning :)
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#9
Posted 27 August 2003 - 08:58 PM
#10
Posted 27 August 2003 - 10:49 PM
His code - is most holy (in a non-blasphemis way) as the holy grail. Only the weak of heart whom could not grasp the greatness of his code would dare to call it rotten..
Actually I think you (Lion King guy) could learn a LOT by getting the Quake 3 SDK (source code) and examining it. Goto www.planetquake.com/code3arena and read a bunch of the articles and tutorials for modding it. WHen you are done - you will come out a better person (programmer wise).
#11
Posted 28 August 2003 - 07:38 AM
The Lion King</span>
#12
Posted 28 August 2003 - 08:14 AM
#13
Posted 28 August 2003 - 06:35 PM
If you are a seasoned coder, it's probably a good thing. You can see how the pros do it, and it's not a problem to wade through the code to find what you want.
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#14
Posted 29 August 2003 - 12:02 AM
I think your mad his code isn't cluttered with // this line does this
comments. You actually have to know how to follow programming with out comments.
It may seem difficult or ackward at first = but spend a good amount with his source and I think you'll come to see it as pretty easy to understand as well.
#15
Posted 29 August 2003 - 07:50 AM
even he states his code is rotten :D (well, not "rotten", but a mess..).
btw, an engine is nothing big. but a big thing to understand how it exactly works. the components of the engine can get quite big, too, depending on what features you want to add..
the most complex thing in programming is not how to solve a certain problem, but how to organize tons of "problem-solutioners" together to make it a working full program/engine..
in graphic-terms: you can make a particle demo, a bumpmapping demo, a stencilshadow demo, an animated mesh demo, a small rigid body demo, a simple fps-demo, a tree-generation-demo, and all. but making it all work together, thats hard. very hard. and not because you don't know how to do it actually. but because you have to do it, and its rather complex to orient yourself then in it.
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#16
Posted 29 August 2003 - 08:15 AM
Quote
comments. You actually have to know how to follow programming with out comments.
that is about the most moronic remark i have read so far...
#17
Posted 29 August 2003 - 08:32 AM
Quote
so you agree then that the code is difficult for a newbie to read ? fine because that was the hole point...
Quote
Quote
#18
Posted 29 August 2003 - 06:17 PM
I think we can all agree that coding styles are really just opinions. You might be able to say that Carmack's isn't newbie friendly, but anything else will just become flaming.
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#19
Posted 30 August 2003 - 06:03 AM
Well ... all seems to be going towards flaming :blush: !
The Lion King</span>
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












