# 3D engine Development

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For a 3d Engine in the class of Unreal 4, Far Cry or Doom III ... 1) is it better to build one from scratch or to license one ? 2) is it advantagous for a company to license it and build many games upon that technology ? 3) is it possible (or can it be added to it's functionnality) to have a 3d Engine who is well adapted for all type of games like RPG, first person shooter, real time strategy game (warcraft), 2d scrolling etc... 4) when building one, does the numbers of coders affect the quality or extend is functionality ? I mean what's the advantages of having 500 coders working on 1 engine rather then 10 ?

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1.) Better to build one in scratch in my opionion. You'll learn more about them. You'll definitly struggle more, and it'll take more time, yet if you're making a game that needs to take advantage of certain features, then building your engine is the way to go. If you're trying to make A Doom II colon, then you might as well try a free one.

2.) Definitly is an advantage as far as budget and speed if the engine is designed and built to be expandable.

3.) Yes, it's definitly possible. Look at engines such as the Quake 3 engine, or even things like Dark Basic and Blitz Basic.

4.) The number of coders won't effect the engine quality one bit, yet it is the quality of the coder. If you have 500 good coders, you may end up worse then if you only had ten. Reason being, you might have to many good or bad ideas floating around during production time. Not to mention, planning for 10 is easier than many. Many 3D engines like OGRE for example, only have 6-10 people working on them. That seems to be a good number to shoot for, but that doesn't stop 1 person from making one by themselves either.

Hope those anwsered your questions. This could be an interesting topic.

:)

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