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quote:
Original post by skullbonesoftware
What kind of a game engine should Skull3D be?

1. A C++ Header file
2. An Integrated Development Enivironment
3. A compiler


Only the first ten votes will be taken into account.

http://www.skullbonesoftware.tk


What the heck are you talking about sir? None of those are even actually engines, but I''d like to see you try to write a compiler, so that''s my vote :D

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From the site:

"Project Name: Skull3D
Description: Skull3D will be an OpenGL 3D Game Engine.
Release Date: 10th July, 2004."

What''s with the vote then? I fail to see how an ''opengl 3D game engine'' could also be a compiler, unless you are talking about a built in compiler for scripting.

Personally I vote for 1, I want to see you put an entire engine into a single header file, though I''m scared you might just do that.

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*shudder* An entire 3d engine inside of a single C++ header...

Skull, do you have more info on the engine itself? Will it be optimized for indoors or outdoors? What about net code? You are saying "game" engine, and mention a compiler so are you talking about having a script language built into it? Will it support importing of common 3d models, or if not, provide necessary convertors for popular 3d software packages? What about support for advanced rendering techniques like shaders?

Hate to say it, but you''ve got to cough up some details before anyone around here will likely be interested. It''d be hard to sell a 3d game engine that didn''t include any of the things I mentioned above. Especially since proven engines like Torque are available for $100...

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[[ Gaping Wolf Software ]]

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The funny thing is, about ten years ago when I started to learn programming, I actually built a 3d engine in a .h file.

Whenever I get depressed about not being able to figure something out, I crack that file open and reassure myself: “Holy god, I actually managed to make something that screwed up work? That’s impressive.”

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Heehee, scary Toraque. If I were to do the same, I'd go look at a memory-resident Sound Blaster driver I wrote in Turbo Pascal. This was so I could use digital sound in my QuickBASIC games...

Guh. Actually, nevermind, that'd just bring back terrible memories.

I swear, newcomers don't know how GOOD they've got it with DirectX and OpenGL...

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[[ Gaping Wolf Software ]]

[edited by - FenrirWolf on December 16, 2003 9:28:27 PM]

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