The 'engine' I got from school I don't like because: - it don't have any performance at all / terrible names for datatypes ( maybe because we need to understand it ) example in header: Code I use: Object* m_pObject; Code the 'engine' have: Object* m_MyObjectPtr; - The WinMain we never wrote because this was already implemented in the engine. Almost no one of my class knows how WinMain works.
These are the 2 things I don't like. I know the priority is to make the game. But I want to do more.. I am already 3weeks ahead with the lessons.
-How do you know "it don't have any performance at all" ? Are you getting high frame times / low framerates? -I can see how the variable naming can be a turn-off... -Why do you dislike the fact that the engine already implements WinMain? Does that prevent you from doing something?
I think it boils down to this: you WANT to write an engine, and you dislike the existing engine because it's not yours... So you will write your own and can't be convinced otherwise (nothing wrong with that). No one can tell you what to do, but the suggestions you've seen are based on previous experiences.
It won't be a wasted effort, because you will learn a lot. However, just be careful and follow a schedule to make sure you meet the requirement for the course instead of finding yourself implementing engine features forever. It's fun to work on "engine code", but at some point you will have to make a game with it. It sounds obvious but it's easy to forget.
Good luck, I'm looking forward to seeing your game. If you want to, post your progress on this forum. It's always interesting to see how things begin and how they end up. I mean this in a good way (you're probably going to make changes to your original design/framework/etc). And this info can be very valuable to others.
EDIT: I also suggest adding time for "engine bug fixing" to your schedule. Some bugs will be noticeable with simple tests, but other bugs will only show up until you start writing the real game. I've seen bug databases for some software products end up with hundreds of bugs.
Out of curiosity, why don't you like the engine you got from school?
Also, I agree with the comments. Writing an engine is not an easy task. I suggest you focus on the game and use what has been given to you. You say you can write an engine in one month and finish the game in the remaining months... let's assume for a moment that it's an accurate time estimate. That's one extra month you can use for making the game shine. IMO having a polished game will cause a bigger wow factor than having your own engine.
It's also good practice for you if you break in to the industry. Unless you become an engine programmer, you will be using an engine written by another team (or company altogether). Even if you are an engine programmer, you probably won't be writing all the code yourself and will have to deal with code from other developers.
So again, what is wrong with the engine you got from school?