Jump to content

  • Log In with Google      Sign In   
  • Create Account

Calling all IT Pros from Canada and Australia.. we need your help! Support our site by taking a quick sponsored surveyand win a chance at a $50 Amazon gift card. Click here to get started!


Member Since 25 Aug 2013
Offline Last Active Private

Topics I've Started

Making one game engine like any game engine, source engine, unreal enigne and different...

25 August 2013 - 04:42 AM

Hello folks, 


i am new here and say thanks for welcome talk. smile.png I am searching good game engine 100 % like Unreal Engine or Cryssis Engine...

I am using only Visual Studio 2008 and i am developing a custom game engine


For Map Editor or World Editor ( like Radiant GTK, Valve Hammer Editor or Unreal Editor )

I recommend with movements from Valve Hammer Editor ( Gold- and Source-Engine ) for custom map editor.


  1. Load and save config file before map editor application loads current config file?
  2. How do i hollow with same new brush when i create new brush from map editor than 6 new brushes will show?
  3. How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:
  4. Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

For custom compiler with map convention: like 4 or 5 compilers for bsp, csg, light/rad and vis...

  1. How does compiler read from map file and convert / compile into bsp file or game-able file like Unreal-Engine, 3D Gamestudio3D or Half-Life Engine...
  2. What does it happen that my map is not completed like hole / leak in my map.but Unreal Engine won't show error message like leak or hole. In Engine like Half-Life Engine and Source-Engine shows same map "leak" or "hole" than application was actived with full-light map before error was solved in the map.
    Example for Half-Life Engine, Source-Engine:

    Unreal Engine doesn't show error message about leaks or holes...

    That is great for warnning with hole/leak.
  3. How does compiler pack same textures and models into bsp file or game-able file? If i don't need same files for error-path like map couldn't found /textures/wall.dm with 2 or 3 jpg-files...  If iyou download leaked map than same folks get mad. I wouldn't like to hurt same folks..I would like to "compress" with important files into bsp file or game-able file like Half-Life Maps with special compiler hlcsg -nowadtexture ( same wads are compresssing with current textures into bsp file. )
    I would like to know how do i create argement like csg -noTextureDir -noModelDir -noAuroraDir etc.. for one game engine...

For Models Compiler?
If i play in-game with model-usable birdge than i wouldn't like to fall before model hasn't collision or physic box ( Unreal Engine, Source Engine and Cryssis Engine ) / hit box ( HL-Engine ). How do i know before i must to add in library ( dll file ) like function  by Quake Engine if i put same model in our map than i will enable model with spwamflags 2 = block solid or bsp-solid. ( Don't walk or fall thought with models ). But don't compress with same image . only targetname smile.png like Source-Engine. Because it is very better than compressed model with image...


For another compilers or tools=

If we need same utilities for one game engine like tga2dxt = DirectX Texture, *dxm file DirectX Material like Vmt for Source-Engine. 


For Main Application like Launcher or Starter like Half-Life ( hl.exe ), Source-Engine ( hl2.exe ), Quake Engine ( quake.exe ) or Unreal Engine ( uds.exe ( Unreal Development Starter, i think ))

  1. Can application load and read library with directX classes? If i play into in-game and in-game progresses from library like movement, functions, effects, shadows and more? Is it fine?
  2. How does application load default mod like Half-Life has default mod valve?
    example "my initial game"
  3. Can it works for Network like Online Game? Example Counter-Strike or League of Legend.?

For Libraries of Game Application:
I would like to code one game engine with completed functions about shadows, reflections, bump-mappings, speculers and more....
Like Spirit of Half-Life has env_fog,env_model, env_sky and Trinity Renderer has shadow effects. HL-Bump ( very old mod since August 2004 ) has bump-mapping with light effects....
What do i need with DirectX11/10 for one game engine? smile.png
If you want develop together about game engine smile.png


Thanks for answers and suggestions smile.png


I hope because you understand me yet? PS: I am sorry for bad english.... :/



Best regards SourceSkyBoxer