Hi everyone, I've been making for two years a 3D game engine based in a FPS perspective (because I'm very interested in these sort of games). It's written in C++ and use the OpenGL API for the rendering graphics, the OpenAL and ALUT for audio and the FreeImage API for load textures. Until now I've succeed implementing a basic menu with two options (Start to play and Exit), a basic AI based in FSM which the enemy chases the character and causes 1LP damage if the enemy reaches the character for each second and a collision detection system based in bounding box, sphere and triangles. The game engine uses GLSL too, so I can use lighting focus and antexture maping and normal mapping, due to this, It looks like has "better graphics". Also I want to add a animation system based in frames to create animated objects such as platforms lifts and improve other elements. I`d like to know what you think about and sorry if my english isn't good enought and greetings from Spain.
I'm making my own game engine. I'd like to know your opinions
Developing a game engine is hard work. It's pretty much always better to use an existing one, and there are several libre FPS engines out there, in particular the various id Software engines (e.g. Darkplaces, used by Xonotic) and the Cube and Cube 2 engines (used by AssaultCube and Red Eclipse).
Of course, this doesn't mean that developing a new engine isn't worthwhile, but I honestly can't tell what the purpose of this engine is. What exactly are you trying to do with it?
Certainly is a hard work make a new game engine and you're right, I should ue a existing engine, actually, I've tested some engines: Unity and Id Tech series, but unfortunately those engines needed licences if I Had to sell a game made in those engines. Respect to the those engines (Cube) I had not think about and It'd be a good idea use it.
With this engine I try to make 3D games for Linux and Windows without the problems with the licences and easy to use for making games, actually, so easy that you only have to set the objects, sounds, lights, terrains to their respective places in a loading file and testing the result. Besides, making a engine I learn about its structure and I enojy programming and learning about videogames, I'm pleased you had answered my post. I hope we be in contact soon.
Quotethose engines needed licences if I Had to sell a game made in those engines.
I don't know about Unity, but id Tech engines are under the GNU GPL, and that does allow you to sell, commercially exploit, whatever. It's just that you need to give anyone who buys it the source code and allow them to modify and redistribute it if they want to as well (though the current common interpretation is that this doesn't have to apply to the game's data, e.g. maps and graphics).
I know a lot of people have an aversion to that, but I think it's misplaced. People only share games that they really love, they'll do that even if it's illegal to, and just because someone will download a copy offered by someone else doesn't mean they would have paid for it. Overall, it's not the GPL that's going to destroy your profits; obscurity will do that.
Just to give a concrete example, I used to sell copies of ReTux, a game that I developed which has always been under the GNU GPL. I not only permitted sharing through the licensing, I flat-out encouraged it in multiple places; I barely fell short of begging for people to share it. To my knowledge, only one person ever did (someone I know reasonably well who was just trying to be helpful), and no one downloaded that person's copy. I did sell dozens of copies, but clearly no one who bought it found it to be good enough to be worth hosting a torrent on The Pirate Bay, or even just uploading it to a file host. That's how I know the game was a complete and total failure.