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Member Since 19 Sep 2013
Offline Last Active Sep 20 2013 08:38 AM

Posts I've Made

In Topic: What framework should I use for this PC game?

20 September 2013 - 02:57 AM

Personally I would go cross platform and try Torque 3D or such, but I'm a Ubuntu user...


Well, according to Gabe Linux is the new big platform for games. I might check out Torque, thanks.



Apart from that there are many different ways to implement an environment and the way of implementing the feature depends on the way your terrain works.



Ok, I think see what you are saying: It's hard to make a one-size-fits-all.


If your primary target is to create a game and not to learn the technology I highly recommend to evaluate the available engines and go with one of them! 



Interesting. My primary target at the moment is indeed to create a game. Which engine would you recommend? I would like to have something more on the programming end and less on the value tweaking end since I want to be able to make some unique features. 

In Topic: What framework should I use for this PC game?

19 September 2013 - 05:13 AM

Switching the Engine/Framework won't change much for you.

As you said, you spend a lot of time trying to make basic things work. The given examples will be the same in URE or Unity or elsewhere.

If you are new to game developing, you should be prepared in your mind, that you have to work these things out. Once you know how they work it will be easier.

Also, as much as i know, the URE is only available for C++. So to use it, you would have to learn a new language and a new Framework.

But don't forget the positive aspect: It's always way more satisfying to see how your own solution works, instead of seeing how a re-implemented solution of someone else works.


Thanks, I guess I stick to XNA then :)


I find it interesting that, for example, a person running around smoothly and jumping in a 3d world with some topography is not included as a template in XNA and Unity since there are probably hundreds of thousands of people that would use this as a starting point for their games. 


C++ is not that big of a problem since I use it at work every now and then (business application, not games) but I still prefer C#. 


Yes I agree, I don't want it to be a re-implementation, but mostly because I think it would stifle my imagination. But still, some help on the most common features of a game would be nice (XNA actually provide some of this, for example double buffering but I could use a little more, it's a fine line).