3D Game Engine Design Specifically for Action/Action RPG, Where Should I Start?
it depend's on that you want to make a component that use's C++ or software that make's games
i explain boath of them:
component:
in this case, you have to use some librarys for sounds, image loading/saving, physics, math, AI, and more that you need
then write code depend on them
then compile them as static or shared library
software:
in this case, you must have a component, and a scripting library like angelscript or python or lua
then, register the functions and classes for it and compile it as a executable
then, write a script for your software and see it work's or not
it depend's on that you want to make a component that use's C++ or software that make's games
i explain boath of them:
component:
in this case, you have to use some librarys for sounds, image loading/saving, physics, math, AI, and more that you need
then write code depend on them
then compile them as static or shared library
software:
in this case, you must have a component, and a scripting library like angelscript or python or lua
then, register the functions and classes for it and compile it as a executable
then, write a script for your software and see it work's or not
The component one sounds better. But I don't really get the software one, you mean I have to test it using that executable? How does that integrate with the game engine? or do you mean the software is the game engine itself (wraps the component with the script library) and run everything using the script?
I'm just trying to confirm what you write, sorry about that.
That's the idea, I'm not talking about developing a game yet, I'm talking about making the whole game engine from scratch (with a team). the game spec was just an idea of what condition of the engine that might help you to help me in detail. It's just like I'm making a game called Unreal that uses Unreal engine which was specifically made for it (FPS), not anything else.
Thanks for the references (and your A*) and I get what you mean now, thanks.
Yeah I saw Havok and Unreal Engine use that kind of scripting too, and it sure is far easier than C++ and may boost stuff in terms of development speed. However, I was thinking that only for AI stuff instead of the whole gameplay, thinking that it may reduce performance as a whole.
It's kinda a dilemma though, I want to push the hardware as well, but since I haven't done that kind of stuff, I really would love to know the performance difference if anyone has experienced about it. Have you tested about this? if yes, how significant it was? was thinking if I have to make that scripting language to all parts of the gameplay may be quite overkill, I need someone to prove my assumption wrong in that regard. (saves my time a lot if anyone already did this xD ).
yes, i test it!
it provide's a compiler for you
inside it, you can use havok and any libraries that you want!
but, you have to register all of it's functions
and a request:
can you give havok to me?
i dont have it!
at last:
in order to have performance, your code must be optimized
Well thank you for your suggestion and reference brightening-eyes, that AngelScript sure looks good.
Anyone else has a thought on how this should be done?
OK, i said that above
but:
1. implement some functions
2. register them with the scripting language
3. make a compiler using the functions provided by the scripting library
4. if you want, use the scripting library(by the functions provided), make a virtual mation to run your scripts
5. build your aplication in debug mode and fix the script errors(dirring the registration, you maybe get some errors that C++ doesn't show and the scripting library show's)
7. write a script(it maybe a simple game) that use's the functions you've provided(dirring the registration), and test the script, compile it and run it
this is so funny