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breadstick

pro and cons of using pre made engines

10 posts in this topic

hi everybody

i know it might be a big topic of discussion, but i'm very unsure if i'm doing it right.

i'm making a win/linux game, writing in c/c++ and i'm doing some parts of the engine myself and for some others i'm using external libraries, like allegro and such :)

since i'm learning a lot of new stuff (not on coding, just on game coding), i constantly feel, by looking at pre-cooked game engines and complex middleware available around, that i'm sorta wasting my time by doing my own work. more or less, everything i want to do has already been made :p
i feel like, since i'm a noob, i won't be able to match the quality of what is been used by modern games and, in some cases, i could just copy-paste from some open source code (no, i'm not that lame!).

at the same time i'd like to code some parts of it myself, even if i'm not innovating anything by an inch, and not just concentrate only on the contents. also because i won't be doing much of it anyway :p
i mean, using all the tools/code that are available today it's more like modding, rather than programming.
i _also_ am scared of trying something like udk when at some point in the development i realize it doesn't do exactly what i want and therefore i have to restart some work from scratch or tradeoff too much stuff and go away from my original design.

btw, i'm not trying to make an AAA title, but i don't want it to suck either, so i'm making a serious effort on it :p

what do you think? any experiences, advices? am i crazy? :D
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In addition to earlier tips, your choice will also depend on whether you are actually intending to publish - either for commercial release, or for the sake of building a portfolio, doesn't matter. If you do want to release for public consumption, the important thing is not to bite off more than you can chew. Therefore, aim for a choice that [b]gets your project finished[/b]. This means, you want to focus on something simple (so pretty much forget about making the next MMO or Crysis), and you probably want pre-existing tools to help you out.
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[quote name='Tachikoma' timestamp='1307283523' post='4819749']
In addition to earlier tips, your choice will also depend on whether you are actually intending to publish - either for commercial release, or for the sake of building a portfolio, doesn't matter. If you do want to release for public consumption, the important thing is not to bite off more than you can chew. Therefore, aim for a choice that [b]gets your project finished[/b]. This means, you want to focus on something simple (so pretty much forget about making the next MMO or Crysis), and you probably want pre-existing tools to help you out.
[/quote]


But if you want to just learn hard coding, then you should focus on the hardest parts in a program, try to find out whats the problem with making a mmo or crysis 2 or any kind of program then focus on that part and when you solved the puzzle you go on... Sad part is that you can programming but you have nothing to show for! :)


But tbh this is the only fun programming. Coding stuff you know will always be boring. I rather sit a week debugging and understanding some nested shit challange my selft then finnish off some easy thing thats just plain old boring programming :)
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[quote name='hellur' timestamp='1307296286' post='4819809']

But tbh this is the only fun programming. Coding stuff you know will always be boring. I rather sit a week debugging and understanding some nested shit challange my selft then finnish off some easy thing thats just plain old boring programming :)
[/quote]

Thats odd, I'd rather work with clean well written "simple and boring" code than spend weeks debugging and trying to divine the purpose of someones "challenging" code!
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I personally love debugging. Good challenge, and it's impossible to code without having to do it at some point. Conversely, as Serapth said, there's nothing like getting your paws on some nice, clean, working code. :)
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[url="http://www.gamebryo.com/Global/Documents/White%20Papers/Gamebryo_BuildVsBuy_Parts1_2.pdf"]http://www.gamebryo.com/Global/Documents/White%20Papers/Gamebryo_BuildVsBuy_Parts1_2.pdf[/url]
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[url="http://k15games.blogspot.com/2011/06/personal-point-of-view-game-engine.html"]That[/url] could be interesting for you. (Its a blogpost)
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