C++ Game Development (PEader's Worklog)

My trials and tribulations in getting back in to game development. Such as which engine to use, what compiler and other things of such important magnitude. RSS Feed

Why not?

So after not developing games for a while (or even attempting to), I've decided to get back into the world of game programming and this time skip the hobbiest orientated products and go for some hard core C++ object orientation.

Instead of creating my own engines for graphics, phsyics, ai I will try to find high level solutions with low barriers to entry. I tried before using OpenGL , DriectX, SDL, etc. and found it just a waste of time. So this time I'm going to concentrate on the actual game side rather then the low level technology side of things.


On top of this I wish to avoid closed source solutions as much as possible even for tools. So I'll also be trying out several compilers, ides, modellers, renderers, graphic packages and sound editors.

I will document my trials and tribulations as they occur in order for anyone wanting to do the same thing as I am.

First up is deciding a 3D engine to use. Current contenders are Crystal Space 3D, Irrlicth, and Ogre3D. These are all FOSS solutions.

The goal here is to find one which fits my design style, is extendable, is simplistic, provides abstraction, and is fast (both to develop for and run).

Stay tuned for more updates.

p.s. If anybody wants to suggest a bit of cool kit to check out I'd be much appreciative.
(Posted on May, 2nd 2006, 21:20)

Comments


Mezzmer said:
Good approach, i like it.
(Posted on May, 2nd 2006, 22:37)


Rincewind said:
Hm, good luck. I know you wish to avoid closed source and "the hobbiest orientated products", however if you want a high level solution to use in combination with your own die hard C++ code then perhaps try Dark SDK.
(Posted on May, 2nd 2006, 22:57)


Mezzmer said:
Extremely good comment. But regard this; Dark SDK may set you back a little. Peter can easily use FOSS without a surplus charge.
(Posted on May, 2nd 2006, 23:24)


PEader said:
I want to stick to object orientated design paradigms. Dark SDK doesn't look OO.
So using Dark SDK would limit me too much. I'd have to do alot of work to get it object orientated.

It would also limit me to windows, visual studio, and directx. But lets be
honest I don't really give a shit about platform indepedence but it is nice to
have it.

Other reasons not to use it the price would be 150 dollars including visual C++ and would I be
able to change the rendering engine or swtich out physics?

Saying that it does have everything in one nice and easy to use bundle.
I don't know much about Dark SDK and the web site is a bit empty.
So if I got anything wrong about it please point it out.
(Posted on May, 2nd 2006, 23:40)


Rincewind said:
You're probably right about all those points. Not sure about the physics though, I suppose that will work the same as in Dark Basic (and I can't remember how that worked, I've only used the trial version years ago). You could try to get dark SDK through not so very legal ways to take a look at it, or look at Dark SDK sample code which you've probably found already.

Or just, move on. Already decided on what kind of game are you going to make?
(Posted on May, 3rd 2006, 00:29)


Woody said:
3D. Ugh.
(Posted on May, 3rd 2006, 00:35)


PEader said:
Well even if you get it without paying for it you still have to agree to restrictive EULAs.

Also that sample code thing contains no sample code only simple applications.

But seriously no OO and no freedom really dent this Dark SDK. It's got as much hope of me using it as Square has of scoring in a mute lesbian nunnery.
(Posted on May, 3rd 2006, 01:05)


Mezzmer said:
Good comment. 7/10.
(Posted on May, 3rd 2006, 13:41)


DTM said:
irrlicht has the nicest license. it has a few bugs though.
(Posted on May, 3rd 2006, 19:15)


PEader said:
Is it ok when you apply the patches then? Are the bugs very noticable?
(Posted on May, 5th 2006, 10:25)


DTM said:
The only unsolved problem i've had is with shadow speckles. It seems to be just me with this though.
I've only tried a patch for 3ds materials and that works fine.
It can be tricky to get the file exporters to work. after exporting to .x from blender I have to resave in Deled to get irrlicht to show it properly.
so don't assume all those nice file formats will work.
(Posted on May, 6th 2006, 16:23)

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