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#Actualtaylorsnead

Posted 16 July 2012 - 09:18 PM

I have previously been working with free game engines like UDK and CryEngine 3 SDK. Now, I'm looking to, over time, develop my own game engine (keep in mind I do have an idea for a game so I will have a bit of a lean for that, but I'd like for it to be fairly possible to develop other genres). I am aiming to use a Component based architecture (similar to the very often referenced cowboy programming article called "Evolve Your Hierarchy"). I also want to use strictly opengl and have cross platform capabilities (the three desktop OS', not necessarily console). In this, I amnot the best programmer for graphics, so I think I should use a rendering framework, like Ogre3d or Irrlicht. Those two are options, but not the only. I would be possibly willing to write my own graphics framework, but I would prefer not to. I have looked at some, including those two options I mentioned. Irrlicht seems simpler and better for me to have the actual game structure More like I want it than ogre. But, Ogre has lots of plugins and many tutorials. It is also said that ogre, by default, comes with fancier graphics effects. Would these be easy to implement with irrlicht? It seemed to me that irrlicht actually ran a bit slow in one of the demos with just a few moving meshes and a few particle effects. I also looked at Open Inventor, but it didn't seem that that has been used for many games or game engines. There's also the option.of writing my own graphics framework that uses opengl, but I dont know if I would know how to implement all the things a good graphics framework would have, like what ogre has, for example. I'm open to suggestions of any kind, except ones that say: "Just give up on making an engine."

These are some things I'd like to have in graphics:
-Flexibility of Object control, allowing me to use my Component system
-Possible support of OpenGL3+
-At least decent lighting system
-Fully multi-platform; Windows, OSX, and Linux. Consoles and mobile not required.
-Understandable code/API
-Preferably open source, but not required

#2taylorsnead

Posted 16 July 2012 - 08:06 PM

I have previously been working with free game engines like UDK and CryEngine 3 SDK. Now, I'm looking to, over time, develop my own game engine (keep in mind I do have an idea for a game so I will have a bit of a lean for that, but I'd like for it to be fairly possible to develop other genres). I am aiming to use a Component based architecture (similar to the very often referenced cowboy programming article called "Evolve Your Hierarchy"). I also want to use strictly opengl and have cross platform capabilities (the three desktop OS', not necessarily console). In this, I amnot the best programmer for graphics, so I think I should use a rendering framework, like Ogre3d or Irrlicht. Those two are options, but not the only. I would be possibly willing to write my own graphics framework, but I would prefer not to. I have looked at some, including those two options I mentioned. Irrlicht seems simpler and better for me to have the actual game structure More like I want it than ogre. But, Ogre has lots of plugins and many tutorials. It is also said that ogre, by default, comes with fancier graphics effects. Would these be easy to implement with irrlicht? It seemed to me that irrlicht actually ran a bit slow in one of the demos with just a few moving meshes and a few particle effects. I also looked at Open Inventor, but it didn't seem that that has been used for many games or game engines. There's also the option.of writing my own graphics framework that uses opengl, but I dont know if I would know how to implement all the things a good graphics framework would have, like what ogre has, for example. I'm open to suggestions of any kind, except ones that say: "Just give up on making an engine."

#1taylorsnead

Posted 16 July 2012 - 08:03 PM

I have previously been working with free game engines like UDK and CryEngine 3 SDK. Now, I'm looking to, over time, develop my own game engine (keep in mind I do have an idea for a game so I will have a bit of a lean for that, but I'd like for it to be fairly possible to develop other genres). I am aiming to use a Component based architecture (similar to the very often referenced cowboy programming article called "Evolve Your Hierarchy"). I also want to use strictly opengl and have cross platform capabilities (the three desktop OS', not necessarily console). In this, I amnot the best programmer for graphics, so I think I should use a rendering framework, like Ogre3d or Irrlicht. Those two are options, but not the only. I would be possibly willing to write my own graphics framework, but I would prefer not to. I have looked at some, including those two options I mentioned. Irrlicht seems simpler and better for me to have the actual game structure Moe like I want it than ogre. But, Ogre has lots of plugins and many tutorials. It is also said that ogre, by default, comes with fancier graphics effects. Would these be easy to implement with irrlicht? It seemed to me that irrlicht actually runned a bit slow in one of the demos with just a few moving meshes and a few particle effects. I also looked at Open Inventor, but it didn't seem that that has been used for many games or game engines. There's also the option.of writing my own graphics framework that uses opengl, but I ddont know of o would know how to implement all the things a good graphics framework would have, like what ogre has, for example. I'm open to suggestions of any kind, except ones that say: "Just give up on making an engine."

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