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Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Divinas wrote:Your renderer itself ... will most probably be some singleton somewhere
sourmìlk wrote:I like reinventing the wheel. It helps me understand the wheel better.
Also, I have a question: should I use an entity-component system for the entire engine or just for the game logic layer? Or should the 3D rendering layer also be entity-component?
Sc4Freak wrote:Most of this seems like common sense but it's actually something that a lot of people miss, I've noticed.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Sc4Freak wrote:Oh, and I forgot one thing that I was going to say earlier:
Making a game engine on its own is actually not such a good idea. Game engines exist for only one purpose: to make games work. Constructing a game engine in a vacuum just plain doesn't work. You end up with a giant mess of very abstract, generic, reusable, and elegant code that's completely useless for game development. The best way to build a game engine is to build a game with an engine, then pull out the reusable parts into a standalone engine when you're done. That way the development of your engine is guided by the actual needs of building a game - and when you're done, you can point to your game as proof that your engine actually does work in practice.
tl;dr: make games, not engines.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
sourmìlk wrote:I'm definitely on the stubborn side. And I have an indefinite amount of time to implement these things
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Divinas wrote:If you want to build an engine that can handle some of the most important (or more correctly said, commercially popular, those are things that practically every engine has) things up to date, here's a (very in-comprehensive) list of 'systems' your engine should have:
Mesh rendering, particle rendering, a material editor, resource manager, rigid body physics, collision detection, soft body simulations, animation, cutscene scripting, terrain analysis for navmesh generation, UI solution, serialization manager, some kind of reflection system, raycasting, shapecasting, shadows, post processing fx, control schemes, camera editor, procedural animation system.. and countless more that don't come to mind. Trying to implement all of those things from scratch, for a single person, is a herculean task, and one that you most probably can't accomplish unless you're very very stubborn (or motivated).
All Shadow priest spells that deal Fire damage now appear green.
Big freaky cereal boxes of death.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
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