I am looking to start a new project, and like so many others I have no idea what tech to base my project on.
I'm thinking I would prefer to use c++ libraries / engines so that I can deploy on as many platforms as possible (Linux/Mac/Windows are the big ones).
The game's tech features that I have decided are definite:
- Procedural worlds, not just levels but entire worlds. Not as big as earth, but I want more than just 50km². Somewhere above 500km² would be more appropriate. They would also be persistent on the Servers.
- Networking: Client\Server - pretty standard stuff, nothing world changing
- 3d Graphics - OpenGL or DirectX again pretty standard.
- Physics - Bullet or something like that, again standard.
- Huge Numbers of Simple AI (Something capable of hordes of zombies or animals, synchronised over a network).
I have made some pretty simple engines in XNA with procedural generation, and this is the next step I suppose. I'm also pretty comfortable with c++, but not fluent in all of its concepts. is this even a realistic goal for me to set?
Is there a pay off of building an engine from existing libraries? I understand it to be more work for the same results currently.
I have looked at a few open source projects and the ones that really took my interest so far were
- Ogre3d
- Bullet Physics
- Grit (OpenSource massive world engine for making sandbox games)
- Torque 3D ( not really suited, but I already own a license with source access)
I also understand this is a huge undertaking, but programming these sorts of things is a hobby of mine I want to get serious about.
Any feedback is appreciated, and sorry if this question/post is a little vague.
Thanks

Find content
Not Telling

