• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
  • comments
  • views

IdraEngine Project overview pt.1

Sign in to follow this  
Followers 0


So I'm making a game engine. Wooah! ph34r.png

No, really.... I'm making a game engine. Not a public engine that will be used by a large community, or something that can compete with all of the monsters out there like Unity3D. I'm making an engine for my own.

Why? First, I have no hurry to get a game complete and second, I'm quite more interested in learn how modern opengl works than making a playable game. Third, I think that I can't simply follow some tutorial and copy paste pieces of code in order to learn something. I have to refactor the whole thing, to think about connections between actors and calls. I have to write an engine. My engine.

And my engine has a name yet: IdraEngine cool.png (because it's always important pay attention to details, in inverse order of importance...)

Idra is the italian (like me) word for hydra, the mythological monster with a lot of heads. Like the engine, once completed.

[font='trebuchet ms']

Solution structure


Up to now it is formed by a bunch of static lib c++ projects and an executable project to use as Demo, to test features. Major feature now is rendering a textured quad. ohmy.png

The rendering part is composed by two project: one with abstract class definitions and one with opengl implementation. Maybe one day I'll add a DX implementation, who knows. I like to have decoupled tiers and work with the abstract definition in real projects (well, the textured quad demo currently rolleyes.gif ).

For the OS layer (you know, window creation, context, input, timer...) I choosed GLFW but, again, I separated the abstract class from the implementation, so that I have a IEWindow and a IEWindowGlfw in another project. Maybe a IEWindowSdl or a IEWindowSfml will come later.

[font='trebuchet ms']



I choosed to get rid of them because, anyhow, I don't like use the "using" command. So, instead of write continuously ie::Window, I simply write IEWindow. Each class or struct has the IE prefix.

[font='trebuchet ms']



Each class or struct comes with two typedefs: IEPName for pointers, IECPName for const pointers.

[font='trebuchet ms']

The Plan


Not so clear even in my mind, but I dream that, at the end, it will make me able to:

  • Load and render 3D scenes with fancy lighting effects
  • Manage basic physic (collisions and gravity)
  • Manage sound effects
  • Manage entities with the Entity-System-Component paradigm
  • Have a bunch of visual tools that generates app code for me, or at least the most boring parts

    [font='trebuchet ms']The Test Project (aka, the Real Game, aka The Thing That Will Never Happens)[/font]

    Well, I have a game project in my mind in fact, and I would like to bring it to the light using IdraEngine: a space shooter with first person view in which you are a fighter pilot and fight only with giga-sized bosses, with emphasis on maneuvers and ship's energy managing: something like Luke flying across the Death Star, with laser cannons to dodge and enemy fighters to break down and a few weaker points to shoot at.

    Enough words for now. I will post here the progresses, of course, or the record of the failure. Something fun, in any case.

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now