• Advertisement
Sign in to follow this  

Unity New to game development and looking for reccomendations and advice (Cross platform suggestions)

This topic is 1855 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

[quote name='SimonForsman' timestamp='1354635090' post='5007101']
[quote name='MannyG' timestamp='1354631915' post='5007082']
Has anyone here ever built their own engine or worked on one? Perhaps even peeked behind the scenes of one and know what it is like bare-bones wise? [img]http://public.gamedev.net//public/style_emoticons/default/ohmy.png[/img]
[/quote]

Yes i have, sort of.. allthough they were quite integrated with the target games (So it really depends on your definition of "engine"). It might be more accurate to say that i made heavily datadriven games rather than engines.

The hardest part with making an engine is not really the low level details (That is reasonably easy and there are tons of information out there on how to implement <insert feature/function X here> in an efficient way), The hard part when you make engines (rather than games) is that engines has to be flexible and easy to use in order to have any real value.

To make a game without using an engine you really only need to know how to write a game loop, check the time check for input, update the simulation and generate some output. (generating output and checking time and input is done differently on different platforms, the rest is essentially the same).
[/quote]

We would like our engine to be multi-platform, that is to say write once and deploy on multiple platforms (android, iphone, tablets for both respectively). How do you think this will fare when building an engine? Is it more along the lines of a library where you build the application in it's native environment but the engine we build is used for certain functions to save time/coding?

Thank you for your reply, btw :)

Share this post


Link to post
Share on other sites
Advertisement
[quote name='MannyG' timestamp='1354637385' post='5007111']
[quote name='SimonForsman' timestamp='1354635090' post='5007101']
[quote name='MannyG' timestamp='1354631915' post='5007082']
Has anyone here ever built their own engine or worked on one? Perhaps even peeked behind the scenes of one and know what it is like bare-bones wise? [img]http://public.gamedev.net//public/style_emoticons/default/ohmy.png[/img]
[/quote]

Yes i have, sort of.. allthough they were quite integrated with the target games (So it really depends on your definition of "engine"). It might be more accurate to say that i made heavily datadriven games rather than engines.

The hardest part with making an engine is not really the low level details (That is reasonably easy and there are tons of information out there on how to implement <insert feature/function X here> in an efficient way), The hard part when you make engines (rather than games) is that engines has to be flexible and easy to use in order to have any real value.

To make a game without using an engine you really only need to know how to write a game loop, check the time check for input, update the simulation and generate some output. (generating output and checking time and input is done differently on different platforms, the rest is essentially the same).
[/quote]

We would like our engine to be multi-platform, that is to say write once and deploy on multiple platforms (android, iphone, tablets for both respectively). How do you think this will fare when building an engine? Is it more along the lines of a library where you build the application in it's native environment but the engine we build is used for certain functions to save time/coding?

Thank you for your reply, btw [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
[/quote]

a library with time saving game related functions tend to be called a framework rather than an engine. (Engine isn't something that is very strictly defined though), Most modern engines however draw the line between engine and game at a very high level.

Most engines are platforms of their own, the game essentially becomes a bunch of data and scripts(or in some engines, native code(often dynamically linked as a .dll or .so) that run inside the engine. I'd recommend looking at games like Starcraft2 or The Elder Scrolls (3+) for an idea of where high level engines draw the line. (Everything that belongs to those games can be modified using the editor that ships with them, the rest is pretty much the engine).

Lower level engines such as Unity3D draws the line at the GameObject level, (The game consist of GameObjects(With various components attached) and scripts controlling their behaviour, while the engine is responsible for executing those scripts, rendering the scene, etc) Edited by SimonForsman

Share this post


Link to post
Share on other sites
We are meeting on Friday (another ambitious fellow joined our cause) and I will update this thread with the details. This may be a framework, libraries or a complete engine we will discuss it and I will post here afterwards.


Hopefully this helps some others out there whilst helping myself :)

Share this post


Link to post
Share on other sites

Just an update, we decided to pursue HTML5 technologies and make a application for HTML5. Considering experience in the industry is what we are after, we would love to break into HTML5 and gain some real experience working with it and with Javascript.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By RoKabium Games
      Custom coffee mugs have arrived... More caffeine!
      Have a great weekend everyone! 
      #gamedev #indiedev #sama #caffeine
    • By Atwo Studios
       
      Hey guys,

      Anthony here from Atwo Studios bringing you some new updates for the new year!
      In this video I go over our game ROY, the new games and some general updates to the company!

      If you have not checked out ROY feel free to give it a try! Many people have said they enjoyed the game thus far!
      ROY: https://goo.gl/o6JJ5P
       
    • By Affgoo
      https://play.google.com/store/apps/details?id=com.NE.Alien
      still a lot of work to do, but its pretty stable  please let me know what you think <3
      Atlas Sentry is a game of destroy everything. Using your turret, simply swivel and shoot your way to victory, upgrading your weapons to unleash destruction on the variety of spaceships. The bigger your combo’s the more score you get! Earn silver as you play and then purchase new weapons and abilities to better deal with your enemy. Different enemies use different tactics and weapons, work out your own priorities in their destruction order. 

      Features: 
      **2 different game modes 
      **A level select mode with 20 difficult levels including a final boss, can you defeat it? **Arcade mode of endless destruction, how long will you last? 
      **High scores to compete against others, see who can take the top spot. 
       
    • By Chamferbox
      Chamferbox, a mini game asset store has just opened with some nice game assets, 
      Here you can find a free greek statue asset 

      Also check their dragon, zombie dragon and scorpion monster out:



      They're running the Grand Opening Sale, it's 30% off for all items, but for gamedev member, you can use this coupon code:
      GRANDOPEN
      to get 50% off prices What are you waiting for, go to
      http://chamferbox.com
      and get those models now!

      View full story
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

      View full story
  • Advertisement