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Member Since 06 Oct 2010
Offline Last Active Today, 01:23 AM

#5289698 Game Tools!

Posted by ryan20fun on 02 May 2016 - 04:33 AM

So, a few question, is, how do you develop game engine? (cue in the laughtrack)

Not easily, You should start by making a game and then refracturing  the reusable parts.

I would suggest using libraries as much as possible to save you time and effort, Examples: Bullet Physics, Hieroglyph3 (Graphics), Ogre(Graphics), QT(UI), WxWidgets(UI), RakNet(Networking), Etc.


Bottom line: You will be able to build a (complete) game faster/easier using Unity/UE then building it from scratch.


I was building my own engine, Basic but usable.

Then I got UE4.10 and was able to recreate my game within a week (Check out "Toy on a Mission" Week of Awesome II).

Since then I have been adding stuff and features that would not be possible in such a time frame because I would have to figure it out and implement it.


Sure Unity/UE have there problems and quirks, But you need to decide what would be better for you.



#5288645 what is meant by Gameplay?

Posted by ryan20fun on 25 April 2016 - 01:58 PM

They are probably talking about stuff like powerups and interactions.


So your different health, ammo, whatever containers are done as a script as performance is not an issue and a scripting language allows you to iterate faster.

#5281502 Building in a OS that you don't have (Cross-platform 2D engine)

Posted by ryan20fun on 16 March 2016 - 10:09 AM

As a side note: You have to have a license for for Win7 to legally run it in a VM.

#5268690 Visual studio cannot compile 32bit or Release Mode

Posted by ryan20fun on 01 January 2016 - 04:50 AM

You can look at this that has some basic info.

I suggest that you search MSDN for the error.



#5267188 What will change with HDR monitor ?

Posted by ryan20fun on 20 December 2015 - 01:19 PM


Looking forward to seeing a display first hand that would support the full Rec.2020 space. Anyone knows if such displays are actually available for purchase yet?


Manufactors say that next generation of quantum dot/ led should make possible to reach 90% of rec 2020 colorspace.

Unfortunately that will probably take a while to filter down to South Africa (for broad usage).

But progress is nice, Maybe I will be able to skip straight from my standard/normal/RunOfTheMill monitor to something like this :)

#5267150 Vulkan is Next-Gen OpenGL

Posted by ryan20fun on 20 December 2015 - 08:43 AM

Again, I don't see what I could need on Ubuntu. I'm pretty sure all will be open and integrated by default. So what exactly are you talking about?

I beleive OpenGL and presumably Vulken too are Open Standard, Which means anyone(?) can get access to the standard that defines how the interface is (supposed) to work.



#5266210 Unity Vs Unreal

Posted by ryan20fun on 14 December 2015 - 12:36 AM


If you use Unreal, Epic Games takes 25% of your revenue, after Steam or Apple,

That changed some time ago. It's now 5% of your gross revenue.


Per product, But all that's in the EULA and T&C's

#5265992 Unity Vs Unreal

Posted by ryan20fun on 12 December 2015 - 01:26 AM

Unity5 has some kind of global illumination library integrated if that is what you are referring to.

But as far as I know it is used to create lightmaps, But may also work dynamically to.

#5265908 Unity Vs Unreal

Posted by ryan20fun on 11 December 2015 - 12:12 PM

Also you could get both(if data is not an issue, UE4 is ~5.5Gib download) and try to implement something in both

#5265896 Indie Game Company Names

Posted by ryan20fun on 11 December 2015 - 11:00 AM


Red Rose Games

Games of the Red Rose - Grr for an acronym

#5265894 Unity Vs Unreal

Posted by ryan20fun on 11 December 2015 - 10:48 AM

I have started using UE4 now.


Blueprints is a visual node based way to create games (or supplement your C++ code ).


The current version of UE4 (4.10.1) requires VS2015 for a C++ project BTW.

Bits and pieces from UE3 are not (currently) part of UE4 due to licensing conflicts (SpeedTree, FaceFX, And possibly more).

Unity apparently supports 3D mice, Wheres UE4 currently does not (One EPIC Dev is doing something in regards to that but it seams that it is not officially on the road map and higher priorities and what not).


Other then that I can't say much.

#5258793 How to cope with code in different languages?

Posted by ryan20fun on 24 October 2015 - 03:48 AM

Does Delphi not have the C# equivalent of pInvoke for calling native(C/C++) libraries?



#5253503 Dealing with D3DX____ functions being depricated.

Posted by ryan20fun on 22 September 2015 - 01:03 PM

Check out this MSDN blog post



#5250390 Looking into fix my time step

Posted by ryan20fun on 03 September 2015 - 02:47 AM

You've kinda awnsered yourself there :)


Just use the delta time on all velocity/acceleration/Etc calculations, And then add that to the position and then clear the velocity for the next frame.


Movement: Think of the values as that many units per second, So a velocity of <5,5> means 5 units/pixels/meters per second.



#5232178 Learning to create Art - by Riuthamus

Posted by ryan20fun on 01 June 2015 - 10:38 AM

Wifey has a macro lense for her nikon DSLR. She use to do photography in the philippines.

Nice, what equipment does she have?

I do some photography too, Mostly birds.


She use to do photography in the philippines.


If not she might want to read up on interlectual property and licensing.

Has she checked out Northlight Iamges? They have some really good articles there ( mostly about the business aspect and colour managment ).


I hope to get her some extra cash with some of my freelance work so she can get the newest camera stuff.

The latest and greatest is nice, But not needed.

Does she suffer from NAS? (Nikon Acquisition Syndrome? :) )


I wish you both good luck!