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Member Since 04 Sep 2011
Offline Last Active Mar 31 2012 01:44 PM

Topics I've Started

Game Engine *D Design

12 March 2012 - 03:25 PM

I am currently working on my own Game Engine. I plan on making both 2D and 3D games (though as time goes on I think I will end up focusing more on 3D). What would be the best way to implement this?

Two separate engines: one 2D and the other 3D
One engine that can handle both

I am afraid of over-generalizing the engine and making it worse by trying to cram them both into one engine.
On the other hand, it would be a real duplication of effort. Worst of all, wasted if I abandon one or the other

But I am leaning toward the latter anyway. I think it would be easier to develop and to switch from one to the other. And a 3D engine needs 2D anyway for HUDs and stuff, so I'm not sure if a separate engine for it would even make sense.

What are your opinions on this?

3D Model Loading Choices

12 March 2012 - 09:11 AM

I am currently playing around with creating a game engine of my own. I have, until now, used .x models. It was quite simple with the built in functionality DirectX provides. But recently I have been moving towards OpenGL. I have also started noticing that .x popularity and support is down. So I am looking for a new model format. Even with libs such as 3dslib, 3ds loading is a pain. I tried Collada, that was a nightmare. (I realize now that it was not meant to be used directly anyway, oh well) But I have seen some advocate a custom format.

I am (at first) just planning on creating a really basic testing game, composed primarily of cubes. As such, I don't think that I will need anything more complex than a .obj. My problem will arise when I need something more complex, such as animation.

So: What is best? Using an established format, or rolling out my own? (First by using plain .obj but then slowing adding my own functionality to it)

(Sorry for the long post without much of a question, I guess what I really want is just some reassurance from the community and to see if there is a general consensus on what is the best course of action)

Text Editor

04 September 2011 - 06:50 PM

I am trying to make a cross-platform text editor. I'm really just in the initial design stages but I think I already hit a problem.

Using Win32 to create the menu items and text box would be relatively easy, but it kills platform independence.
I could use SDL, it would be much simpler to create window, I could also remove the frame, create my own menu, and make it look all sexy.
The problem is the actual text editor. SDL_ttf wouldn't work so great compared to native Win32.

What's my best option to do this?
Is it possible to use Win32/MFC for the text editing with SDL for window management and stuff?
What would replace Win32/MFC on Linux/Mac?