@bytetroll: I'm not doing mobile games. That's for a future future and my expectation is to create THE GAME not just any game but until i find/make the engine that's gonna help me do that, i'll make smaller games while making the engine.
I dign't say that it will take me a couple of months to become really good at c++, it will take me a couple of months to learn it not perfect it and yes i know that if you don't keep practicing, you'll know less.
@3ddreamer: What was your C++ friend creating for a decade.
@Rld: If i "misunderstood" you correctly, you may have just given me a great advice. Is this what you mean:
Rather than try to modify torque engine which will require that i read all the code and could possibly take forever, I should make an entire game engine which will not only be easier than modifying torque but i can make it as simple as i wan't to and to suit my needs,i.e. i should use a render engine such as ogre 3d as a base which would solve the rendering part of the game engine.
If this assumption is correct then which do you recommend i start with, Ogre 3d or Horde 3d:
Ogre 3d's license is perfect if i want to change it to a game engine. One problem is that it does not support dx11 but dx9. Other than that, it's perfect.
Horde 3d is smaller than ogre 3d and it's license is not that good, it also doesn't support dx11.
If you are reading this and this is what you meant, then this list below is ggoing to solve some problems, right:
1. Physx + source code for physics engine
3. Beam Ng (car physics and by the time it's completed, everthing PS: I contacted them)
2. Custom physics engine for the game engine
3. Havok (maybe)
1. Fmod Studio
1. The base which is Ogre 3d (i think it's better)
Game Engine Camera:
1. All views
2. Open GL (maybe not)
1. Windows PC
1. C++ (obviously)
2. Lua as scripting language
Genre of games for engine:
1. OPEN WORLD
3. FPS (maybe)
This is a problem, anyways:
1. Custom AI for engine (this will be the real AI system)
- Character AI
- NPC AI
- Enemy AI etc.
2. Universal AI Kit from torque (i'll just use it to as a reference for creating mine)
3. Tactical AI Kit from torqque (reference also)
1. Ogre 3d ( please tell me ogre 3d takes care of these - dynamic shadows, particles, subsurface scattering etc.)
World Size supported by engine:
1. 6km x 6km - 10km x 10km or more
1. For open world- NONE
2. For Levels: Maybe
1. Ragdoll physics
2. Motion Capture support
I chose ogre 3d instead of horde 3d. Does it support really large world rendering without loading screens when driving in a fast vehicle. and can you give any idea on how to change to dx11.
As you've seen the list above, it's mostly gonna be an open world game engine/racing. All the sdk's help me but just a bit. I would really like if i misunderstood correctly.
I know i probably haven't covered all i need so please give me pointers.
Finally, if i was correct then this photo becomes extremely important as it will act as a blueprint, right?
I need lua as a scripting language because it's simple, small and the fastest scripting language from what i checked.
It will be a 3d game engine. It will need tons of c++ programming right?