A good engine for a space game?

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16 comments, last by EddieV223 9 years, 3 months ago

What? That makes no sense. What relation does Ogre have with learning C++?

Ogre is built to use c++, not a scripting language that you can extend if you want to. There are libraries for the other functions of game making. The "OP" even mentioned DirectX and OpenGL, so obviously there is a disconnect here somewhere and you've mind read the whole situation and determined he wants a complete engine. Myself, I don't think that's what he was looking for from reading his statements. If one of your stated goals is learning c++, then those engine recommendations don't really fit the bill. Ask anyone using it, besides possibly the authors, if they are using c++.

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Ogre is built to use c++, not a scripting language that you can extend if you want to.

What does this have to do with anything? So is pretty much any rendering engine. This doesn't make any sense.

There are libraries for the other functions of game making.

Where did I say there were not?

The "OP" even mentioned DirectX and OpenGL, so obviously there is a disconnect here somewhere and you've mind read the whole situation and determined he wants a complete engine.

He clearly said that he wants an engine similar as Unity and Unreal Engine. You didn't read it correctly.

Myself, I don't think that's what he was looking for from reading his statements.

I don't see how else you could interpret it if he clearly stated what he was looking for.

If one of your stated goals is learning c++, then those engine recommendations don't really fit the bill. Ask anyone using it, besides possibly the authors, if they are using c++.

You realize that every one of those engines were written in C++, correct? And each of those engines provides source code for an affordable price with the exception of Unity.

And if you are learning programming then you shouldn't be trying to develop games, anyway.

Avilus: We read the directives differently, maybe we should just each make recommendations based on that, and not criticize the other ones that saw it differently. I reread it, and I think Opengl or Ogre fit what his stated goals are better than the engines given. I use Unity and it's great, but I've used Ogre and OpenGL and neither one is particularly hard for someone I think is in his position and programming wise, they would be better choices. For speed, the other engines would be better.

Avilus: We read the directives differently, maybe we should just each make recommendations based on that, and not criticize the other ones that saw it differently.

I think you misread the post (You also seem to understand what an engine is as well).

I reread it, and I think Opengl or Ogre fit what his stated goals are better than the engines given.

OpenGL isn't even an engine in any way. Ogre is not a full engine. They are not what the OP was looking for.

I use Unity and it's great, but I've used Ogre and OpenGL and neither one is particularly hard for someone I think is in his position and programming wise, they would be better choices.

OpenGL is many times harder to learn than any of the engines specified. It's a relatively low level API, and those engines directly build off it and Direct3D. OpenGL is much more complex than the renderer interfaces provided in the engines.

Ogre is not even relevant. Either way, it's much more complex than the engines.

For speed, the other engines would be better.

No, for speed OpenGL would be better.

This is kind of irrelevant since the the original comment person is apparently done with it and hasn't checked back in, but you have made me realize this site isn't really for me.

I'm honestly sad that you want to go, I'd rather you stay. I just wanted to correct the misinformation you were (unintentionally) spreading. I did not mean to insult you in any way, I just felt the need to correct you.

I hope that this won't deter you. I have nothing personal against you at all. I also wish that you give this site another chance.

Thanks guys for the input. I've decided to use Godot and look at the OpenGL tutorials.

Low level graphics apis almost always use floats in their calculations anyways due to shaders. There maybe a way to do it with double in shader but it doesn't matter.

You can use Unity and in your scripts use doubles to track the data, then convert to float and send unity that data. I've done this with a gravity simulator. In this way your calculations are double accurate, but then you just send the renderer the float approximation.

If this post or signature was helpful and/or constructive please give rep.

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