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What stage of your game engine or game are you at?, How old are you?, Whats your engine capable of?, how long you been doing it?, How many lines of code is it? Just like to see how well im progressing compared to others. Me: been going a couple of months on and off, 2800 lines, all texture blending, maleable cylinders panels, lighting, load xfiles with full maleable properties, i''m 19. You? regards, Ace

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Im 19, first year university student. Ive coded a ~10000 line FPS game engine using D (www.digitalmars.com). At the moment its most impressive features are:

fully destructible geometry ala red faction
fully featured quake style console with script files
basic network features ie chat between players etc
uses milkshape models
material script system similar to quake3''s shader system

I started work on it just after christmas 2003.

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just to add: ive started to lose motivation on my project, which is a shame because its getting quite impressive. How do you guys motivate yourselves?

[edited by - imr1984 on April 21, 2004 10:26:08 AM]

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Our Game is 50% done, The game shell is programed on top of our proprietary game engine.

The average age of our team of 4 people is 20.

Our engine is 2D and is capable of many things.
It took around 2 years to build, and is around
10,000 lines of code last I checked.

-Retro changable API adaptors
-Plugable 2D Graphics Adaptor(Primary Direct3D driven)
-Plugable Audio Adaptor
-Plugable Client/Server Networking Adaptor
-Ogg audio files supported
-Propertietary 32 bit image format, with compression
-File encryption/decryption
-XML File reading, with conversion to Object Model
-Custom scripting engine, based off C language
-Fully automated image and sound manager
-Builtin map and sprite management
-XML Data Driven objects
-Builtin Animation controllers
-Builtin motion and collision systems
-Custom Windowing Engine(not win32)
-Builtin per-tile map lighting system with shadows and color blending.







Raymond Jacobs,

www.EDIGames.com

www.EtherealDarkness.com

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I''m an over-achieving, over-engineering 21 year old that has the foundations (and I do mean just the foundations) for a general game engine designed and half-way implemented. So basicaly, I have nothing. However, it''s on hold for now. Work and philosophizing have gotten in the way. :/

As for motivation, obviously, it''s elsewhere at the moment. Time and a change of environment are what I''m currently depending on to remedy that.


Most of the greatest evils that man has inflicted upon man have come through people feeling quite certain about something which, in fact, was false.

-Bertrand Russell, Unpopular Essays, "Ideas That Have Harmed Mankind"

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Well im still learning so motivation is high, with my engine basically anything it cant do i dont know how to do so thats why it is taking a while .

regards,

ace

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20 years old, second year university student. Currently coding on a 2D jump''n''run game along with a friend of mine. ~15.000 lines of code yet, nearly (!) finished.

Most impressive features: scripting, quake-like console, solid engine, support for mods / expansion packs, ...

As to the motivation: I motivate myself usually by being a member of a small team ...


Indeterminatus

--si tacuisses, philosophus mansisses--

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This is one of those posts where every person who posts is better than the last person . Its just like the ''What is your IQ posts''. Soon we will hear from the 12 years olds with 100 thousand lines of code.

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Guest Anonymous Poster
I''m not 12, but 24. And it''s not 100 000 lines of code, it''s 200 000.

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Neat, an excuse to talk about my project.

I won''t be able to top all the big words used by previous posts (not without lying at least), I am currently working on a top-down 3d game as a learning project. It will be an adventure-like game so I can cop out without a lot of physics code. Current status is:

Terrain system with trees and other non-interactive thingies done. Heightmap system with 3d models placed on top.
Console thingy for in-game text output and quite a range of commands. Keyboard input works entirely by binding console commands to keys.
Culling system more or less finished - so far the graphics seem to perform decently (~200 fps on my ancient system while looking quite acceptable)
Just starting on the object-interaction and dialogue systems.

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I haven't got a real goal so basically I'm just coding all kinds of miscellaneous thingies, eg. console and plug-in systems and such. Also, being very over-ambituous I've had to code everything over dozens of times. But, hey, they are starting to be bug-free!

Well, in fact a couple weeks ago I started programming something small one could call a game. Currently it can properly load ms3d files and generate balls at run-time! Collision detection and per-pixel lighting are almost completed. I'm going to focus on reality (not trying to code anything fun )

Project line statistics:
Total: 2351
Code: 1856
Comment: 96
Mixed: 37
Blank: 436
Net Lines: 1915

I'm 19.

EDITS: I'm not only over-ambituous; I'm also a perfectionist..

[edited by - nonpop on April 21, 2004 1:24:27 PM]

[edited by - nonpop on April 21, 2004 1:24:56 PM]

[edited by - nonpop on April 21, 2004 1:26:31 PM]

[edited by - nonpop on April 21, 2004 1:27:43 PM]

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I don''t write games, I write apps because you use them day in and day out. (Did I mention I hate OpenGL?)

My current project (see sig for links) is almost 10k lines of C++ source. I can connect to AIM servers, send and receive messages, set/unset away messages, and have multiple different accounts connected simultaneously. I''ve worked on it seriously for 5 months and dabbled with designs for about a year beforehand. I run it 24/7 usually if I am not programming to dog-food it. I am 22.

--
OpenIM 0.10 - a native, component-based GPL Win32 instant messaging client

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Currently working on a puzzle game involving hexagons (Check my sig...). Current status of development is, still creating a program to develop and test the main features like choosing pieces and such. Later I will write the real game from nothing, but 'porting' the code from the develop/testing program and cleaning it up in the proccess.

--------------------

Codename: HEX

Coming soon...

[edited by - VBBR on April 21, 2004 3:50:08 PM]

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i dont have an engine, but i do have 1000 some odd lines of generic code like timer, input, etc classes. I reuse them in every project. So i guess i could make an engine out of it if i wanted too

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Just graduated college, got other interested people together from my college grad and opened a game dev studio. Made deals with the media & design section of my school and secured a lot of artistic talent (2D and 3D).

As for our engine. Been working on it for four years, around 120 000 lines, the latest and greatest for specal effects, swappable renderers, etc.. and has a world editor that I''m converting from C++ Win32 into C# .NET, and hope to make something of commercial quality to get things rolling. Also finished a master server that manages game server tracking and sessions using UDP and is written in C++ on Linux.

~Graham

----
while (your_engine >= my_engine)
my_engine++;

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