17 hours ago, DaTueOwner said:
and have done graphics stuff in the past.
But grapics stuff is a smallest subsystem of gaming engine.It make for engine same part of work that cout for console application.
Hardest parts is collision prediction, physic simulation and AI. Also very complexive parts is a custom containers and smartpointers that much better fit needs of engine than stl, and main of complexities for c++, that have to be solved prior start making actual engine, is a custom c++ parser, intended to generate full set of RTTI, that required for automatic serialization/deserialization of objects trees and automatic generation of UI for visual editing.
17 hours ago, DaTueOwner said:
am currently finishing my bachelors degree
It really perfect. I guess you need a couple years to get in background required for actual creation of full featured engine (i mean something more complexive than engine for esingle-player tunnel walker or primitve space shooter with spheric only colliders that can be done in 1-2 weeks), but now you have a fundamental basis required to do it. And you can do it parallely with preparation of helper components.
17 hours ago, DaTueOwner said:
It would be great, if anyone wants to join me in this quest.
Welcome to discuss any algo that yo need to discuss. And may be later we can make some hobby cowork together. Really i currently not making a components of engine just becouse not finished yet a RTTI generator, required to loading complexive scenes and models and automatic network protocol generation, and some other preparation work like in-scene UI framework and so on.
Only requirment - no pyton,js or something else that have outdated GC and and memory managment model that not acceptable for realtime software. Native modern programing languages with modern memory and resource managment abilities only. Really i could not se anythin but C++ that fit it requitments.