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Making an Interface for your Game engine

Started by November 26, 2006 06:34 PM
1 comment, last by vetroXL 18 years, 2 months ago
I have been into C++ for a while now and I think the next step in growth would be to make a simple Final Fantasy engine (the old ones like FF1 + 2). I was wondering how interfaces are made, what is nessecary, as far as software goes, and if those "Interface Builders" are any good (I'd like to avoid learning more programming languages for a little while, so I don't burn myself out... The project specs are: It's to be a C++ project, so the software needs to be workable with C++. It's to be for WINDOWS. I want it to be compatible with OpenGL. It can't really cost anything... The game will be in 2D. I intend to get into 3D, but not yet, maybe in a year or two. I've already got most of the battle system done, it went so well, I figured I should get into engine design NOW. I do realize I will have to adjust it, but w/e. Thanks, sliceanddice
==============================C++ = 90% (For main usage)SDL = 10% (For GUI)Rocket Propelled Game (RPG) Engine = about 1% (haha I can't get SDL to work, so no interface, need interface to continue...)
I just started using Torque and it is pretty powerful and intuitive (after hours of reading lol).

They have a strong 2d and 3d engine. Might be worth looking into. They use OpenGL. I wouldn't mention them if I didn't believe it was worthwhile.
"Games that Change the Game"
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hope these links help

GameDev article

and a book

DirectX9 User Interfaces

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