Obligatory disclaimer - Yes this is for academic purposes, not for making actual games.
I've been employed as a Software Engineer for 2 years but still feel like a beginner when it comes to writing a game engine (and much of coding in general). What little experience I have with writing 3D software from scratch is from super rough university projects (which we called "engine" but that's definitely debatable). Meanwhile, my current job doesn't really take me down this line of learning.
This thread is to ask for advice; mainly pointers to good guides, or comments on what structural approaches are considered to be good ones. I'm looking for something that teaches me about how to structure a game engine so that:
it's good for learning about writing an engine it's not completely devoid of modern techniques it will be usable for later feature learning; networking, AI, unit testing, etc. (I imagine this criterion is typically a given anyway.)
Some things I'm aware of so far (you may want to comment on any of these):
https://www.gamasutra.com/blogs/MichaelKissner/20151027/257369/Writing_a_Game_Engine_from_Scratch__Part_1_Messaging.php I also have the book Kissner recommends: Game Engine Architecture by Jason Gregory. From what little I've read of it, it appears more advice than structural guide. ECS was a buzzword back when I was at uni, but the more I google it the more it appears to have become a dirty word. Unreal Engine's source
Regarding ECS: For all the flak it appears to generate nowadays, it is at least a structure. If ECS isn't recommended I'm interested in what other general structural approaches there are.
Regarding Unreal: I'd love to jump in and learn how Unreal Engine's structure works, but it might be biting off more than I can chew.
Language of choice is C++.
Hi guy , i wanna really quickly introduce myself , So i'm a 18 year old Highschool student that have been for a while really pationate about video game (i have been doing Esport , Streaming all that really fun stuff) but lately i had to made a choice about what i wanna do in life and i'm pretty sure its going to be in the video game industry. Last year i started learning to use UE4 , pretty much only for fun trying to recreate cool stuff i was seing in the game i was playing at that time. But now , i wanted to trie creating something of my own so i wanna show you what a got in the head. Also , I'm french so sorry if my spelling is quite right..
So in Short , i was playing lately alot of FPS (Quake champion , Law Breaker and bunch of other cool game). I was talkinh with my friend and its pretty much their that a got the global idea of what this game is going to be. I wanted to take little simple game mecanics from every game and put them i one unique game. For exemple , Player could Strafe Jump like in quake , while other Start randomly Wall running like in Titanfall 2. After i came up with what would be the game objective , because player won't start playing a game for no reason . I didn't played CTF game for a long time so , i decided why not make this a CTF game , But ctf is kinda mainstream and really linear in term of game play,
This is when my friend had this idea of <<Why not let the player decide if the want to play it ''Run it down to the flag'' or ''let's just #*@! the other team'' (sorry for the bad words) >>. at this time i had a clear idea of what would exactly be the Core ''gameplay'' (if we can call this gameplay). To win you have two option :
1- Capture the flag and bring it back to your's. If you managed to do so , the game instantly stop and you win.
2- Kill all the enemy team.
Now you most be thinking , <<Well how? they will just respawn right?>> well no , because i came up with the idea of limiting the number of time player can respawn using some kind of respawn point system.
i'll came up with more details later (i have to go to my next class) , but let me know what you think about my idea? what should i add or ajust?
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