Community engine
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Use Discussion tab to vote on game engine (or not)
[edit]
What do you think
- I'm in. I think that if we use a proven engine then we can certanly get a long way. Or we could use the Mary Engine is Souris(?? is that what it is called) to keep it totally within the community. -- Methulah
- Please don't use my engine ;) It is not cross platform yet, has issues and and is nowhere near as some of the amazing Engines out there! Personally speaking I would stick to a proven engine, but as Anubis says, this isn't the place to discuss this ;) -- SpreeTree
- Souris does not have enough functionality to be useful for this - it's really my own design procastination. Use an existing openSource engine so that the improvements are kept in the wider community instead Ed Mack
- How hard is it to create an engine of our own or does that just take too long? -- Fringe 15:50, 12 Oct 2005 (CDT)
- Creating an engine for the community project would take too long, as I am sure with something like that, no matter how simple we kept it, feature creep would probably be pandemic and it would never get finished -- SpreeTree
- It all depends on what language you are using. One of the more important things is platform interop. That restricts us to (when concerned with mainline languages): C++ (with a load of effort), Python (out of the box) and .Net based languages (out of the box - rotor). Of course certain parts of the engine have to be adapted for the platform - e.g. Graphics, input, sound and network; but if we choose our language carefully, that is all that will have to change for each platform. carebear
- What kind of engine we use also depends on what we want out of it. I have always wanted to experiment with Ogre, but with that, you still have to create all non-rendering engine components. I am not aware of any engine out there that deals with all aspects of game building in a cross platform manner... -- SpreeTree
- If we lay out clear goals and a feature set from the very begining then i think that we can make our own engine to specificly suit out needs. We divide the engine into specific modules, deciding as programers the standard in which each module will interface and then create sub-groups to work on specific modules. That way we can quickly get prototypes up and running, leaving more time to optimise each module. Someone said that C++ is hard to read if its not your code! Thats exactly why we should devise a coding standard to abide by. Pantheon
- Hey Pantheon a year sounds like a hell of a long time I vote for using a pre written engine so that we can get to the game coding bit. If it is a success I would love to come back a program an engine from the ground up but it sounds like it would be too hard for a first attempt Fringe 16:51, 27 Oct 2005 (CDT)
