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Legendweaver

Member Since 26 Jan 2007
Offline Last Active Nov 22 2013 12:13 PM

Posts I've Made

In Topic: Should I open source my engine?

22 November 2013 - 12:10 PM

Making a successful entry to the game engine market is HARD, especially now that Unity has such a monopoly on indie mind share. This is true even if you provide source and license for free. Two recent and relevant case studies:

 

1. Havok released their professional-quality engine (Vision) and libraries with much of their middleware as Project: Anarchy under a free license with substantial source code.

 

2. Torque 3D, which used to have a paid license model, is now completely free and open source with a permissive MIT license.

 

Even these free, commercial engines have had a hard time gaining traction against Unity, however. More to the point, with professional quality engines with at least some track record in commercial games now available free, you'll have a hard time attracting users if you charge. It's absolutely a huge downside to not get paid for hours of work...but maybe you should try to develop and release a game using your engine. This would help build credibility for your engine, and it's easier to sell a game than an engine.


In Topic: Looking for an Engine that suits me

27 May 2013 - 06:36 PM

You may want to consider using Torque. Both the 2D and 3D variants of the engine were recently released under the (very permissive) MIT license. You get access to full source code (C++ and its custom scripting language) for free. Torque isn't as polished as Unity, but free is a great price, and it's a pretty worthwhile tradeoff when you consider you get full source code and an open license.


In Topic: Best Engine for Open World Games

05 March 2013 - 06:27 PM

It's worth looking at Torque3D, by GarageGames. It's got support for very large height-mapped terrain, it's been used for commercial shooters, and best of all, it's free and open source - it was recently released under an MIT license.


In Topic: Try...catch vs if statements?

27 March 2010 - 09:25 AM

Try/catch should only really be used for "exceptional" cases - ie, errors. Assuming that's the case, then you may want to consider assertions as well. An assertion checks its condition and does nothing if the condition is correct, but causes an unrecoverable runtime error if the condition fails, alerting you that you need to fix your code. When you finally release, you set a compile flag that compiles the assertions away completely.


assert(x >= 0 && x < Array.Width);
Array[x].blah();



Otherwise, use try/catch if it's an error but you intend to recover from it, and use if/else if it's not an error, just a different conditional path.

In Topic: It is not late to start programming?

27 March 2010 - 09:13 AM

I wrote my first program during my sophmore year of college. I got a job programming at Sony the year I graduated. So no, it's never too late.

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