3d engine design
hi there.
i hope i started this thread correct as i am new around here. question is: i''d like to sit down and start to write a 3d engine but don''t know how to start. can anyone tell me a good article about what to include in a 3d engine. i do not wanna know about how to code that stuff. i think i know enough about 3d programming from courses at university. what has the engine to care for? what is to be included? hope, someone can help me with that prob...
thx. r4dix
Many people misuse the term "Engine", so let''s define what a game engine actualy is. A game engine is the heart and soul of a game. It interfaces with your graphics API such as openGL or Direct X. It handles game physics, it handles input as well as Sound. It takes care of all the low level things that your game needs to do from model loading, to interpolating through the keyframes of your model. It is the foundation of your game.
Now implementations of game engines vary based on what your intended game needs. So in order to figure out what needs to be done you need to break up the tasks to "Game specific" and "Engine specific". Here is an example. My game engine handles model loading. However it does not handle which model gets loaded. My game specific code calls the game engine''s model loading function, it specifies a name and location of the model to load.
If you would like to see how some game engines are designed, check out www.genesis3d.com, crystalspace, or the nebula project at www.radonlabs.de. These game engines are fully open source and you can see how things were created. My personal favorite on good design is the Nebula project. Although alot of the comments are in german you can still figure out what''s going on.
Now implementations of game engines vary based on what your intended game needs. So in order to figure out what needs to be done you need to break up the tasks to "Game specific" and "Engine specific". Here is an example. My game engine handles model loading. However it does not handle which model gets loaded. My game specific code calls the game engine''s model loading function, it specifies a name and location of the model to load.
If you would like to see how some game engines are designed, check out www.genesis3d.com, crystalspace, or the nebula project at www.radonlabs.de. These game engines are fully open source and you can see how things were created. My personal favorite on good design is the Nebula project. Although alot of the comments are in german you can still figure out what''s going on.
Yes my friend, where should one start?
I for one don''t now where because i''m not a programmer, but i do now this, what to expect of the engine.
I''m out to find a engine for a game WE are developing THEY (the programmers) Dont wanna code a grafic engine, for one it takes at least 2 coders 2 yrs., for the second it does not increase gameplay!
So i have to research for a engine that have the potentiale WE need not to old not to young either but in progress to become good! and from that i can say there is a lot of free source code out there to studie fast ones and slow ones! (Sorry guys but there is some slow ones)
In theory the concept of the engine is to make as little kode for the biggest effect. Good old one: how to make the computer draw a line with as few commands as possible. What is you goal a fast/rough engine or a heavy/detailed engine and to combine those to good factores vs the bad factores. In theory u can start koding your heavy/detailed engine now and be the time your finish it will be a fast/rough engine!
I dont now if it gives u a hint "STUDIE and RESEARCH"
Sorry i allways lose the thread
And sorry for the gramma
I for one don''t now where because i''m not a programmer, but i do now this, what to expect of the engine.
I''m out to find a engine for a game WE are developing THEY (the programmers) Dont wanna code a grafic engine, for one it takes at least 2 coders 2 yrs., for the second it does not increase gameplay!
So i have to research for a engine that have the potentiale WE need not to old not to young either but in progress to become good! and from that i can say there is a lot of free source code out there to studie fast ones and slow ones! (Sorry guys but there is some slow ones)
In theory the concept of the engine is to make as little kode for the biggest effect. Good old one: how to make the computer draw a line with as few commands as possible. What is you goal a fast/rough engine or a heavy/detailed engine and to combine those to good factores vs the bad factores. In theory u can start koding your heavy/detailed engine now and be the time your finish it will be a fast/rough engine!
I dont now if it gives u a hint "STUDIE and RESEARCH"
Sorry i allways lose the thread
And sorry for the gramma
Check out the Link link in Articles & Resources This link is consield in the intro text!
And GDSE in the engine section
for game engine''s Quake 1 Is open source!!!!!
And GDSE in the engine section
for game engine''s Quake 1 Is open source!!!!!
quote:Original post by Kasper S
Check out the Link link in Articles & Resources This link is consield in the intro text!
And GDSE in the engine section
for game engine''s Quake 1 Is open source!!!!!
you know where i can get the quake 1 source code?
Quake 2 engine source codes are free also, you can download them from some trigger at irc on efnet server from oldgames channel, can''t remember the trigger... It was obviously written with VC++
quote:
Quake 2 engine source codes are free also, you can download them from some trigger at irc on efnet server from oldgames channel, can''t remember the trigger... It was obviously written with VC++
Quake2 engine is not open source or free. Only the game source has been released for it, that is, the code that allows people to modify the game and create "mods". The engine is still closed source and needs to be licensed to be used.
The GPL''d Quake1 engine contains a fair bit of Quake2 code in it (apart from the Q2 engine being just a modified Q1 engine), and there are tutorials available on the net to enable these, or add in others that arent in there to start with.
you can download the q1 source from id softwares ftp site (ftp.idsoftware.com).
ftp.idsoftware.com/idstuff/source/
ftp.idsoftware.com/idstuff/source/
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