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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Scobbo

Age Old Question: Which Game engine...

4 posts in this topic

Hi everyone,
I have been learning to use the Ogre engine, for a while now, however I was thinking about weather I should just use a full game engine, I don't know which one to use, but the biggest point is I don't want to use one where the whole game is already programmed, all I have to do is set a few variables and say where I want things (darkbasic and Game maker style) I want to write most of it myself and probably just sticking with Ogre and a physics engine will be pretty good for me. I have had a look at some of them and I am not afraid to spend money on them. I don't like the source engine (not sure why there is just something about it that bugs me) and neo axis looks nice but I don't know how well it works. Let me know what you guys think, and what I should do, I'm doing fairly well with Ogre so far and I will probably just end up using it. The way I learn is to read a quick tutorial then start making something and research and learn when I need to know how to do something. It is hard to figure this sort of thing out when there really is no local community and all the game dev classes and courses are 7hours drive away :(

Thanks heaps.
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Engines comparable to source:
crytek
udk
unity
(doom/quake/id tech)

Engines comparable to ogre:
irrlicht

Physicsengines
physix
bullet

The best choice for making a pretty standard game are one of the top engines: udk,crytek,unity (most with free license models available). When you want to play around with the sources , irrlicht is an alternative, but ogre nor irrlicht are up to the state of one of the major players.

An alternative is one of the open sources id-tech engines, I'm not up-to-date, but I think that atleast the doom3 engine is available (id tech 3?).
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[quote name='Ashaman73' timestamp='1333536772' post='4928160']
An alternative is one of the open sources id-tech engines, I'm not up-to-date, but I think that atleast the doom3 engine is available (id tech 3?).
[/quote]

The doom3 engine is idTech4 , (quake3 engine is idTech3), both are availabe under the GPL, (idTech 5 (Rage engine) is not free yet)
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If you have to pick one of the engines comparable to source, I would go for CryEngine as what I have heard about it, a lot of proffesional developers have a dislike of UDK and prefer CryEngine. Same goes if you pick id tech 3, ioQuake3 is probably a better option to start with as those people have been cleaning up the codebase for id tech 3 for a while and might have some improvments added as well.

Other than that a lot of people seem to be using Unity nowadays to do there projects in and supports more languages then just C++ or the language the engine is written in.

And then offcourse there is the last option do everything yourself, while this will take you a lot longer to create a game, it will also teach you a lot of stuff about how to design a game engine and code.
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Hey thanks for the replies, I didn't know that CryEngine was free, I thought it was too expensive for an indie just starting out, I will check that out.
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