Hard Coding Dev. vs Engine Using Dev.

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
if all games will be made from scratch, I do think games will cost much higher and will take years more to make... AFAIK even AAA companies either use commercially available creation engines or engines that they have made years ago for some other games with a few tweaks... and normally they do find a suitable creation engine or make a new one before actually making the game, so in the end you still have the creation engine as opposed to doing the codes manually for the whole dev cycle... 
 

Ghaleon

Villager
Member
Joined
Mar 1, 2014
Messages
41
Reaction score
4
First Language
English
Primarily Uses
That's true, those batman games used the unreal 3 engine...actually many games use the unreal 3 engine. I think the elder scrolls obvion used gamebryo, as have others as well, etc.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
and some companies that made their own engines for one game sometimes do release the engine afterwards... then there's also the fact that some parts are really hard to do on your own, like physics I believe which is why a lot of games (from what I've read around  the internet) instead just rely on Havok. I do think I've read too that some commercially available engine do also use Havok as their physics engine...
 

Ghaleon

Villager
Member
Joined
Mar 1, 2014
Messages
41
Reaction score
4
First Language
English
Primarily Uses
Oh yeah I forgot about that, that's a great example, there are effing heaps of commercial games that use havok.
 

Diego2112

The Gaming Gamer Who Games
Veteran
Joined
May 10, 2013
Messages
681
Reaction score
159
First Language
English
Primarily Uses
RMVXA
Havok has one of the best physics systems I've seen in any engine thus far.

Granted, MY goal with going through school for this stuff is to make the best physics engine that has ever been made in the history of EVER.  

I'm talking as close to 1:1 parity as possible with life.  

Ah well, pie in the sky dream, I know, but something to aspire to!

And that's what I'm all about-shooting for the Moon.  That way, even if I miss, within several hundreds of thousands of years, I MIGHT land in a star!  (See, cause Ralph Waldo Emerson said "Shoot for the moon-even if you miss, you'll land among the stars," but that's not technically correct, as the closest star to us is 4.2 light years away, so if you MISS the moon, sure, your shot will EVENTUALLY hit a star, but YOU'LL be dust by then...  In retrospect, that's not such an encouraging turn-of-phrase, after all...  Forget I mentioned it.)
 

SoulPour777

Crownless King
Veteran
Joined
Aug 15, 2012
Messages
1,093
Reaction score
104
First Language
English
Primarily Uses
N/A
I remember making games without engines, like hard coding in Java. Basically, you'll have to make a wrapper for your State Manager, your commands, even a panel to hold each graphic being cast, the panels to hold each, the listener for the key and most especially adding plug ins and codes for the sound and video extension. It would take months before you even have the full scene working. I remember doing this when I was trying to place a Blender Model into the engine...it took me months before it was completed. Now, doing that again and again would just suck.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
so far I think the best I could do without any engine is making a simple time management game coded in either visual basic or C# (as it's basically just timers and click handling)... I could make it though it will probably not run as seamless as things like Diner Dash... the only reason why I haven't done it yet is because I lack the artistic skills to make acceptable 2D graphics

as for physics engine stuff, I'm pretty comfortable doing projectiles
 
Last edited by a moderator:

SoulPour777

Crownless King
Veteran
Joined
Aug 15, 2012
Messages
1,093
Reaction score
104
First Language
English
Primarily Uses
N/A
Physics...hmmm, I am comfortable at doing ground - gravity stuff, for platformer games, or anything that has to do with 3D Physics system, like the ones for Rigid Body.
 

Diego2112

The Gaming Gamer Who Games
Veteran
Joined
May 10, 2013
Messages
681
Reaction score
159
First Language
English
Primarily Uses
RMVXA
Physics...hmmm, I am comfortable at doing ground - gravity stuff, for platformer games, or anything that has to do with 3D Physics system, like the ones for Rigid Body.
Gravity (and other astrophysics-ok, ok, gravity is not TRUE astrophysics, but it is a major player in the field!) is my forte.  At least in REAL LIFE.  I mean, we ARE talking about the guy that, when his dad made the offhand comment about "Throwing my -YOINKED!- phone into the surface of the MOON!", I actually ran the calculations on how long that would take (assuming it were even possible-pro tip, IT AIN'T) for the phone to actually REACH the moon at my dad's maximum recorded pitching speed, adding in general effects of gravity, wind resistance, distance, etc...

Yeah, it takes a very, VERY long time.

Suffice it to say in that instance, my geek was showing (and no, I'm not talking about the sideshow freaks that would pull an Ozzy and bite the head off a live animal).
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top