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Modifying an open source game engine for your needs:Where should I start

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Everyone that answered in this thread is a much nicer person than I am. A post in "For Beginners" about making a game like GTA is something that doesn't deserve to be answered. The games in the GTA series had budgets in the range between tens of millions of dollars and hundreds of millions of dollars.

 

I bet people in the "For Beginners" forums of movie-making websites don't ask about how to make a movie like Avatar, and the people in the "For Beginners" forums of rocket-making websites don't ask about how to send a rover to Mars. At least not if your budget doesn't allow you to buy a book.

 

 

im pretty sure the poster here is pretty young... must be.. thats the explanation that can only enter my brain...

 

its entertaining to read forum posts such as these ones though - they make me think back to how long it took to first create a simple textured mesh using the blender program - and then again how long it took to make opengl draw that textured mesh in the window..

 

and then i think how long it takes to get art resources (especially if your making them which is, imo a bad idea) - then making those art resources work in the game in some meaningful way

 

but no worries to the poster - he will have cloths animating, water flowing, cars driving and all that stuff worked out in no time - just beep boop bop on the keyboard and bingo!! there they will be!

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Out of curiosity what dx11 features were you needing which dx9 doesn't have?

or are you just going by the fact that 11 is newer so must be much better?

Im just a little worried that you're determined everything must be perfect. Great games don't have to be perfect in every way, in fact working within some tight constraints can be very productive.

 

Well, yeah, the thought occurred to me as well, but I really didn't want to handle all the issues.

 

Fact is that D9c is mature, 11 or coming 12 not which means that some things are available in it that are not full featured or stable yet in the latest version in terms of tools or third party libraries available for the latest, so for this reason I feel that it is about an even trade between the two versions of Direct3D (or DirectX).  The 9c will be mature, stable, and running in all the OS updates for runtime for years to come with very many stable libraries for it and tons of workflow pipeline tools, many of which are actually open source and no cost.

 

Working with too many new, shiny options can be restrictive for the reasons that I mentioned. Its kind of like buying a brand new car that doesn't have all the bugs worked from it and also doesn't have the supply chain and tool issues fully provided yet.  We really haven't even gone deep into the hardware acceleration problems which will increase in trying to reach more than one chip subset in all the different makes, models, and years of computers.

Edited by 3Ddreamer

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Everyone that answered in this thread is a much nicer person than I am. A post in "For Beginners" about making a game like GTA is something that doesn't deserve to be answered. The games in the GTA series had budgets in the range between tens of millions of dollars and hundreds of millions of dollars.

 

I bet people in the "For Beginners" forums of movie-making websites don't ask about how to make a movie like Avatar, and the people in the "For Beginners" forums of rocket-making websites don't ask about how to send a rover to Mars. At least not if your budget doesn't allow you to buy a book.

 

Well, even though I get what you're going at, I still think it's a good thing to at least try to direct an obvious beginner into a bit of a better direction.

 

When posts like "Don't do it, here's why" get ignored or waved off by the OP, I think that pointing them in a direction with the most potential of learning at least something is something to aim for.

In this case, I personally think building his 50 storey building is best done brick by brick. It's obvious for those with experience it's going to fall if you don't know how to look up or what to look out for, but at least he'll get to know how to (hopefully) do it a bit better when his first collapse is going to happen.

 

Unrealistic goals is also a beginner mistake I see all to often, sometimes more annoying than people with realistic goals, but in need of help nonetheless. And if they don't listen to reason, it's their loss, not mine :P

 

That's what I think at least, everyone is titled to their own opinion of course :) 

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Everyone that answered in this thread is a much nicer person than I am. A post in "For Beginners" about making a game like GTA is something that doesn't deserve to be answered. The games in the GTA series had budgets in the range between tens of millions of dollars and hundreds of millions of dollars.

 

I bet people in the "For Beginners" forums of movie-making websites don't ask about how to make a movie like Avatar, and the people in the "For Beginners" forums of rocket-making websites don't ask about how to send a rover to Mars. At least not if your budget doesn't allow you to buy a book.

Good thing you didn't answer anything i asked.

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I didn't think this thread was still active but i guess i was wrong. Now to the replies:

 

Good day,

 

 

 

 


Devlopment begins.

 

No, learning begins.  After you learn enough to debug the horrible code that your newbie self is going to inevitably create, then you are going to debug, refactor, or scrap it and start again.  After months or a year or two, then the real development begins.  wink.png

Yeah, isn't learning part of development. Anyways, i'm definitely learning. I downloaded the game engine architecture pdf and realised that making games will actually help me to make game engines.rolleyes.gif

Edited by Nathan2222

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Out of curiosity what dx11 features were you needing which dx9 doesn't have?

or are you just going by the fact that 11 is newer so must be much better?

Im just a little worried that you're determined everything must be perfect. Great games don't have to be perfect in every way, in fact working within some tight constraints can be very productive.

 

Well, yeah, the thought occurred to me as well, but I really didn't want to handle all the issues.

 

Fact is that D9c is mature, 11 or coming 12 not which means that some things are available in it that are not full featured or stable yet in the latest version in terms of tools or third party libraries available for the latest, so for this reason I feel that it is about an even trade between the two versions of Direct3D (or DirectX).  The 9c will be mature, stable, and running in all the OS updates for runtime for years to come with very many stable libraries for it and tons of workflow pipeline tools, many of which are actually open source and no cost.

 

Working with too many new, shiny options can be restrictive for the reasons that I mentioned. Its kind of like buying a brand new car that doesn't have all the bugs worked from it and also doesn't have the supply chain and tool issues fully provided yet.  We really haven't even gone deep into the hardware acceleration problems which will increase in trying to reach more than one chip subset in all the different makes, models, and years of computers.

 

@Godmil: while perfection is impossible, i will try my best. 

DX11 because all the recent games ( or game) i really like are (is) using it and there must be something about it that makes it that good. I could be wrong. Like godmil said, it''s newer and new things attract me, may change my mind later on.dry.png

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Everyone that answered in this thread is a much nicer person than I am. A post in "For Beginners" about making a game like GTA is something that doesn't deserve to be answered. The games in the GTA series had budgets in the range between tens of millions of dollars and hundreds of millions of dollars.

 

I bet people in the "For Beginners" forums of movie-making websites don't ask about how to make a movie like Avatar, and the people in the "For Beginners" forums of rocket-making websites don't ask about how to send a rover to Mars. At least not if your budget doesn't allow you to buy a book.

 

 

im pretty sure the poster here is pretty young... must be.. thats the explanation that can only enter my brain...

 

its entertaining to read forum posts such as these ones though - they make me think back to how long it took to first create a simple textured mesh using the blender program - and then again how long it took to make opengl draw that textured mesh in the window..

 

and then i think how long it takes to get art resources (especially if your making them which is, imo a bad idea) - then making those art resources work in the game in some meaningful way

 

but no worries to the poster - he will have cloths animating, water flowing, cars driving and all that stuff worked out in no time - just beep boop bop on the keyboard and bingo!! there they will be!

 

@Earthbanana: Good to know you use blender. I've been using it for almost a year. I stopped doing anything too complex with it because the pc i'm using lacking in graphics card. I couldn't finish modelling my kitchen because it kept on freezing so.sad.png

 

Like the last paragraph in your post. When i get my c++ programming skills, my modelling skills and game creation skills where they need to be, that joke will be a realitybiggrin.png

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