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Looking for game engine

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Hi everyone, I'm driving myself nuts lately... trying to look for a solution... Ok, the story's like this: - I have experience with C++ and Java - In the past, I have created and finished some projects for school which included a "shoot the paratroopers" game and a simplistic 256 color 3D pascal space sim... - Recently I learned a lot about OOP programming techniques and I am trying to start making 2D, tile based games... turn based, real time, does not matter... But i cannot seem to be able to actualy finish a project that I start... - I want to jump the hurdle, and actually finish a game, I figured that I get stuck in the "engine design" phase... and that I reinvent the wheel over and over - I want to find a good simple 2D engine, preferebly in Java with good tutorials... Please help. Thank you. [ Please don't post your topic lines in all caps. --Sneftel ] [Edited by - Sneftel on March 26, 2007 3:50:14 PM]

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Quote:
Original post by cdoty
Have you looked at the PopCap framework (http://developer.popcap.com/)? This is a professional framework, with almost no strings attached. Well, you do have to give them credit in your documentation. It's a well tested framework capable of 2D and some 3D graphics.

It comes with full source, and builds under Visual Studio 2005 (and VC6 with slight modifications).

The programming interface looks fairly clean. I haven't really dug into it, though.


Well, Thank you... I went over there and looked around a little bit - sadly I don't seem to be able to find any showcase games that have been done with the engine... maybe I should register with them to access a showcase? (I am registering to too many game engine sites lately and my junk mail folders are growing daily LoL)

Quote:
Original post by Tjaalie
Isn't OGRE a bit of a overkill for a simple 2d game?
Maby sdl is something for you, I didn't use it myself but
I heard good things about it (its not realy a engine more warper).

Tjaalie,


Yes, I have experience with SDL... I actualy have built the beginnings of two RTS games and one 2D view from top action game with SDL... but it IS a wrapper... and there's a lot of work (which I might be willing to do) to fashion a good 2D engine from SDL.

===

I was thinking a little more along the direction of Java... not because of portabiltiy and all that, but just because it is a far more comfortable language for me because, in my opinion, its limits on "pure" OOP are closer to my own design style...

What do you guys think?

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Check out this site: http://www.devmaster.net/engines/ you can find hundreds of game engines there.

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Have you looked at the PopCap framework (http://developer.popcap.com/)? This is a professional framework, with almost no strings attached. Well, you do have to give them credit in your documentation. It's a well tested framework capable of 2D and some 3D graphics.

It comes with full source, and builds under Visual Studio 2005 (and VC6 with slight modifications).

The programming interface looks fairly clean. I haven't really dug into it, though.

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Quote:
Original post by boldyman
OGRE has a new release. You can use that engine.
It is C++, but you can use it for whatever you want (2D/3D) it is up to you!!!

www.nextdawn.nl


Isn't OGRE a bit of a overkill for a simple 2d game?
Maby sdl is something for you, I didn't use it myself but
I heard good things about it (its not realy a engine more warper).

Tjaalie,

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I would recommend you take a look at Haaf's Game Engine (HGE) It provides a fairly easy to use wrapper for DirectX and comes complete with support for things like a particle systems, fonts, resource managers, sound library, and their website promises a tile map editor will be incorporated with the next release.
Also, just as a blatant plug, if you do decide to go with HGE, take a look at the tutorial series I'm writing on it HGE Tutorials
-Crazed

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It sounds like you're probably over-engineering your new projects with all your new-found OOP knowlege. It's a very common pattern that, having just found out about the glories of OOP, to then apply them with such reckless abandon that the project becomes so obese and immovable as to discourage the author, yourself, from continuing it.

If you'd like to get things done now, then by all means find yourself a good, pre-built engine. It'll give you a good chance to learn what works and what doesn't from a stable platform.

However, I'd also recomend that you take your OOP knowlege one step further and apply it to studying up on good design practices and patterns. Once you've got that under your belt, and have been through a couple completed game projects, you ought to have enough understanding to complete a decent first-pass at your own game engine.

Good luck!

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For examples of completed games from the PopCap framework just go to PopCap as many of the games on there were built with the framework (Such as Bookworm Adventures for instance).

Also I wrote my game in the PopCap framework:

Speedy Solitaire

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For a Java specific 2D engine, I'd say go for GTGE (http://www.goldenstudios.or.id/products/GTGE/). Has plenty of tutorials/samples, and an active forum.

I've worked on a similar game on GTGE and it only took a day to do it, it's quite pleasant actually :)

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Whoa, someone beat me to posting about Torque? WTF!

EDIT: More praise about the Torque Engine: It is a very good system for beginners, and offers good server architecture. I like it, so it can't be half bad.

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Quote:
Original post by shadowisadog
For examples of completed games from the PopCap framework just go to PopCap as many of the games on there were built with the framework (Such as Bookworm Adventures for instance).

Also I wrote my game in the PopCap framework:

Speedy Solitaire


mmm... I looked at games with PopCap, and they're all nice - but I am NOT interested in making puzzle games and the like... thanks though...

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Quote:
Original post by ravyne2001
It sounds like you're probably over-engineering your new projects with all your new-found OOP knowlege. It's a very common pattern that, having just found out about the glories of OOP, to then apply them with such reckless abandon that the project becomes so obese and immovable as to discourage the author, yourself, from continuing it.

If you'd like to get things done now, then by all means find yourself a good, pre-built engine. It'll give you a good chance to learn what works and what doesn't from a stable platform.

However, I'd also recomend that you take your OOP knowlege one step further and apply it to studying up on good design practices and patterns. Once you've got that under your belt, and have been through a couple completed game projects, you ought to have enough understanding to complete a decent first-pass at your own game engine.

Good luck!


This is very critical of me, but I think you're hitting the spot more or less - you should consider providing psychotherpay :)

Thank you for your honest post - Yes, I believe you are right... my "new-found" OOP (found one year ago) IS kinda what is driving me around... And it is also what stops me when projects become to large to handle... but I truly believe that proper documentation methods and following a design document would save me from that mess... and I am learning, the stuff I am currently writing is way more simple and well organized than what I started to write months ago... it's improving...

What I CAN do is continue writing my own little engine... and learn from it, but I feel it is a waste of time when there are other wonderful engines out there and I can get straight to business...

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Quote:
Original post by llama9000
For a Java specific 2D engine, I'd say go for GTGE (http://www.goldenstudios.or.id/products/GTGE/). Has plenty of tutorials/samples, and an active forum.

I've worked on a similar game on GTGE and it only took a day to do it, it's quite pleasant actually :)


I've already tried using GTGE and to tell you the truth I wasn't very happy with the guy's documentation and tutorials...

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Quote:
Original post by ShotgunNinja
Whoa, someone beat me to posting about Torque? WTF!

EDIT: More praise about the Torque Engine: It is a very good system for beginners, and offers good server architecture. I like it, so it can't be half bad.


Hey :)
It seems like someone HAS beat you...
...anywho, isn't Torque an overkill for me? I am not currently interested in making a 3D game... I need a fair 2D engine maybe with hardware accelarated 2D graphics...

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Quote:
Original post by Warlax
Quote:
Original post by ShotgunNinja
Whoa, someone beat me to posting about Torque? WTF!

EDIT: More praise about the Torque Engine: It is a very good system for beginners, and offers good server architecture. I like it, so it can't be half bad.


Hey :)
It seems like someone HAS beat you...
...anywho, isn't Torque an overkill for me? I am not currently interested in making a 3D game... I need a fair 2D engine maybe with hardware accelarated 2D graphics...


Well, 3D = 2+1D, no?
I started using Torque about two weeks ago, and spent most of this week building a UnitTest framework for TorqueScript.
I can't tell about how difficult it might be to do a 2D game in Torque, but the fact that I got the engine to fully initialize and show a startup screen using the scripts without ANY of the example scripts in just two evenings (spending one of those two evenings on some stupidity from my side) surely speaks for Torque.

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Quote:
Original post by Warlax
Quote:
Original post by ravyne2001
It sounds like you're probably over-engineering your new projects with all your new-found OOP knowlege. It's a very common pattern that, having just found out about the glories of OOP, to then apply them with such reckless abandon that the project becomes so obese and immovable as to discourage the author, yourself, from continuing it.

If you'd like to get things done now, then by all means find yourself a good, pre-built engine. It'll give you a good chance to learn what works and what doesn't from a stable platform.

However, I'd also recomend that you take your OOP knowlege one step further and apply it to studying up on good design practices and patterns. Once you've got that under your belt, and have been through a couple completed game projects, you ought to have enough understanding to complete a decent first-pass at your own game engine.

Good luck!


This is very critical of me, but I think you're hitting the spot more or less - you should consider providing psychotherpay :)

Thank you for your honest post - Yes, I believe you are right... my "new-found" OOP (found one year ago) IS kinda what is driving me around... And it is also what stops me when projects become to large to handle... but I truly believe that proper documentation methods and following a design document would save me from that mess... and I am learning, the stuff I am currently writing is way more simple and well organized than what I started to write months ago... it's improving...

What I CAN do is continue writing my own little engine... and learn from it, but I feel it is a waste of time when there are other wonderful engines out there and I can get straight to business...


Surely it was meant as constructive criticism [wink]

The fact is this: Nearly everyone goes through this stage at some point in their programming journey. It boils down to the fact that for most people the natural progression is to learn about OOP, and what it looks like, before we learn to apply it intelligently. This is par for the course, even in most college curriculum.

The rare few who avoid it are either have a natural ability for developing well structured systems, or had the benefit of learning good design practices before learning OOP in any specific language.

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Quote:
Original post by Warlax
mmm... I looked at games with PopCap, and they're all nice - but I am NOT interested in making puzzle games and the like... thanks though...


The PopCap frameword isn't just for puzzle games. It's a flexible 2D rendering system. They've made shooters and a breakout type game with it.

Puzzle games just happened to pay the bills for it's creation.

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GarageGames has a few different engines. The one I linked you to is the Torque Game Builder which is their 2D engine.

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Quote:
Original post by Warlax
Quote:
Original post by llama9000
For a Java specific 2D engine, I'd say go for GTGE (http://www.goldenstudios.or.id/products/GTGE/). Has plenty of tutorials/samples, and an active forum.

I've worked on a similar game on GTGE and it only took a day to do it, it's quite pleasant actually :)


I've already tried using GTGE and to tell you the truth I wasn't very happy with the guy's documentation and tutorials...


That's true... English is not his forte, but the library is simple enough to use.

On the other hand if I were to choose another 2D engine, I'd go the C++ path with either Allegro or Clanlib. These are well documented and supported as well.

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