by RupertWiser on 5/17/20, 7:31 PM with 38 comments
by shepherdjerred on 5/17/20, 9:02 PM
Most team use Unity. Two years ago there was an unsuccessful attempt in Unreal, and three years ago an excellent game with web technologies (Electron + Angular).
I took this course last year and my team took a different approach. Our class's board game was Quoridor[1] and my group wrote a game engine[2] in Java leveraging OpenGL for graphics and Netty for socket abstractions.
The amount I learned that semester was incredible. Never before have I needed to know anything about graphics rendering, how to load fonts from a file and convert it into a texture format. I never needed to know about how to actually create a networked application, how to use genetic algorithms to tune AI weights, or put all of that together to create a game.
Our game sucked, but it was the most productive three months of my education and I learned more through that self-imposed struggle than my prior three years and a half years of classes. A game engine can touch any field in computer science and bring it into one application, and I think that's incredible.
by klodolph on 5/17/20, 7:59 PM
Someone wants to make a game engine, or asks for help with some aspect of making a game engine, and someone will often reply by saying “you should just use Unity” or something similar. It may be well-intentioned and they may give good reasons why you should just use engine X instead of rolling your own, but here’s the big problem…
Before you help someone, you gotta understand what their motives are.
The next part is simple—if you’re under no illusions that you are not making money by making games, the kind of dollars/time input, salable product output efficiency ratio just stops being relevant. So some other factor is relevant, if you are a hobbyist.
by fwsgonzo on 5/17/20, 7:49 PM
by pengaru on 5/17/20, 7:59 PM
> In producing a skilled game developer, I have always found that their self-made engines are useless, but the development experience is indispensable.
by MalcolmComwell on 5/17/20, 7:42 PM
by accidentalrebel on 5/18/20, 12:24 AM
I don't expect people to use what I've made, but as long as I learn from it, it is not going to be a waste of time.
Each step on making the engine has been full of important lessons:
* With OpenGL I learned about graphics and how they are rendered on a screen. Knowledge on this has helped with optimizations on my other projects made with Unity
* Adding Lisp scripting has renewed my love of Lisp and has made me realize the importance of scripting on game engines
* Implementing cross platform has made me realize just how difficult this is and why most people jsut go with Unity because it's offered out of the box.
* Designing APIs and functions is not trivial. Each game engine has a different way of doing things and it is mostly dictated by their technology stack.
I'm working on this mostly for learning purposes and I've been logging my journey every step of the way. If anyone is intetested in checking it out, or give suggestions or critiques, here's the link:
by mrfusion on 5/17/20, 9:35 PM
It seems like game engines should go the way of linux. No one would really consider making a new commercial os these days.
by stephc_int13 on 5/17/20, 10:13 PM
A lot of very good open-source libs can be assembled to relatively quickly build a working engine tailored for the needs of the games you want to build.
SDL, bgfx or Diligent can be used a simple platform/rendering abstractions, many of the excellent stb libs can be used for resources loading, or Assimp if you need 3D assets, simple or complex physics engine are also available, same for audio and networking...
by yters on 5/17/20, 10:09 PM
by _bxg1 on 5/18/20, 4:29 AM
by thrower123 on 5/17/20, 10:57 PM
In the 2000s hobbyists were doing stuff in the middle level, because you had to stitch together your window management, GL/DX code, physics libraries, sound libraries, net code, input code, yourself.
I don't know that you always want to do that, but everybody ought to do it at least once.
by jaimex2 on 5/18/20, 5:51 AM
You can tell in seconds that a game feels and renders like another game using the same engine. Sometimes the quirks and unique characteristics of a custom engine are what give a game its charm and X factor.
by JoeAltmaier on 5/17/20, 9:10 PM
Turns out there wasn't really a market for games on the Palm Pilot. Oh well.
by fxtentacle on 5/17/20, 11:21 PM