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0r0d

Member Since 19 Dec 2012
Offline Last Active Today, 12:45 AM

Posts I've Made

In Topic: Open Source game to help me learn code arhitecture

Yesterday, 07:51 PM

Cheers for the answer! So would you think it would be wise to just ignore that for now and roll with my own intitution, and then after I am done just let someone do the quick code review?

 

What you can do is either just go ahead and write the game/engine and then look for advice, or come up with whatever ideas you think are reasonable and then post them here to get feedback before you start implementing it.  This way you can get a better understanding of what the pros/cons of that approach are, plus you might be some additional insight into how you might do it better, before you commit to it and then find out it was tragically flawed.

 

And I agree that looking at source code is not that useful.  What you need is some basic understanding of how things work and then you can use that to judge different approaches.  You gain this by practice and experience, but some advice before you start can lead you to gain experience that's more valuable rather than possibly just getting frustrated.


In Topic: Do you usually prefix your classes with the letter 'C' or something e...

26 May 2016 - 12:04 AM

I dont prefix my classes with anything.  My convention is that classes are capitalized and that's it.  Syntax coloring helps a lot in telling what's what, and along with context you dont need anything else.


In Topic: A general question.

04 May 2016 - 10:31 PM

Normally you'd write up a design doc that covers everything in the game to whatever level of detail you feel appropriate.  You'd want to give gameplay examples, with comparisons to existing games if you can, as well as mockups of levels, UI, etc.  That'd be the start.  Then you can proceed to trying to prototype the gameplay to see what works and what doesnt, with the understanding that you'll likely be iterating on the design for a while before you start trying to go into full production.


In Topic: A question for how game engines build their game code for game logic -_-?

03 May 2016 - 11:55 PM

@ 0r0d : 

 

How about making ONE game with your engine.  Then you can worry about "every genre" somewhere down the line.

 

umm I made a game with other engine so realized what structure I have to make for a wide use of every genre.

 

this structure is my engine can support various instructions ( like Script or VM or Compiler and so on ) or can be a core library.

 

If my engine could be like this , all of game makers can make all contents , UIs , logics.

 

I'm really not sure what you're asking.  It sounds like you already know enough to know what you want to put into your engine.  So just make the engine, then make a game.  If you're asking what's the best way to make an engine that will be great at every single type of game... there's no such thing.  Just decide what type of game you want to make, figure out what features the engine need, and then make that.


In Topic: A question for how game engines build their game code for game logic -_-?

03 May 2016 - 07:05 PM

 

 

@ frob : I just want that my engine can be a wide use engine for every genre.

 

 

 

How about making ONE game with your engine.  Then you can worry about "every genre" somewhere down the line.


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