Thxn Methuzula.
PlaneMith: The GLUT is not an API, it is a utility toolkit to make OpenGL programs easier. And no, I will not be using the GLUT whatsoever.
------------------------------
Trent (ShiningKnight)
NovaStorm Games
Project: OpenGL baby. None of that new-fangled Die-rect Three Dee
I'mmmmmm baaaccckkkkk
quote:
Original post by ShiningKnight
Thxn Methuzula.
PlaneMith: The GLUT is not an API, it is a utility toolkit to make OpenGL programs easier. And no, I will not be using the GLUT whatsoever.
( start brainwash section )
Good. GLUT is evil... Verry evil... Extremely evil... It will haunt you down and destroy you if you use it...
( end brainwash section )
heheheheh...

"And that''s the bottom line cause I said so!"
Cyberdrek
Headhunter Soft
A division of DLC Multimedia

[Cyberdrek | ]
Hi,
I''d like to see tutorials on how to program a game engine. What components are required, and how the engine should be structured. I think that the tutorials should be object oriented, because this gives code a greater level of reuseability.
Dave
I''d like to see tutorials on how to program a game engine. What components are required, and how the engine should be structured. I think that the tutorials should be object oriented, because this gives code a greater level of reuseability.
Dave
Well, most people don''t have any clue on how *huge* a game engine is. I am just writing a wrapper right now to encapsulate a bunch, and that thing is damn huge.
The tutorials will however be object oriented (using *very* simple classes, as I am more of a C guy myself, and will also describe almost everything that you will need for an engine, such as advanced particle engines (my speciality
), terrain engines, etc... I haven''t decided if I want to start out simple with games like Pong and 2D side scrollers, or keep all the content completely 3D. I need some input.
------------------------------
Trent (ShiningKnight)
NovaStorm Games
Project: OpenGL baby. None of that new-fangled Die-rect Three Dee



------------------------------
Trent (ShiningKnight)
NovaStorm Games
Project: OpenGL baby. None of that new-fangled Die-rect Three Dee
Yeah, i realise that creating a game engine would be a huge project
. Ive just finished creating my own version of asteroids, but I didn''t really plan it very well and the structure is not useable for different projects, although things such as the timer and simple base classes are. What I really want to do is to create an engine that would be useable for many different types of games. I suppose that some information on what is required for a game engine, such as particle engines, collision detection (BSP trees), input, and that kind of stuff would be useful. I dont know much about game programming at the moment, but over the summer I''ll start working on my own engine, I''ve ordered that game programming book that NeHe created the CD for so hopefully that will help.
cya,
Dave

cya,
Dave
Ok, here are some of the tutorials I have planned (the first two you see will appear in that order, the rest, I don''t know when, but are definately planned):
1. Introduction, and explanation of pre-made wrapper (it is familiar to the code in NeHe''s tuts, so people that are familiar with it, won''t have a hard time picking up the wrapper''s code. Which is very kewl.
), and an explanation of the game code template I have set up.
2. Introduction to DirectInput, and *maybe* DirectSound.
3. Coding an Advanced, flexible, customizable Particle Engine
4. Coding a *fast* and pretty looking Terrain Engine
5. Creating realistic environment effects (water, fog, rain, snow, etc.)
6. Loading, drawing, and texturing a 3D model
7. Basic 3D Collision Detection
8. (Now, the person should have the following techniques down, and this lesson will be more of a wrap-up) Creating a first person camera, and walking around the terrain, blowing up things up, creating nice particles.
Any comments?
------------------------------
Trent (ShiningKnight)
NovaStorm Games
Project: OpenGL baby. None of that new-fangled Die-rect Three Dee
1. Introduction, and explanation of pre-made wrapper (it is familiar to the code in NeHe''s tuts, so people that are familiar with it, won''t have a hard time picking up the wrapper''s code. Which is very kewl.

2. Introduction to DirectInput, and *maybe* DirectSound.
3. Coding an Advanced, flexible, customizable Particle Engine
4. Coding a *fast* and pretty looking Terrain Engine
5. Creating realistic environment effects (water, fog, rain, snow, etc.)
6. Loading, drawing, and texturing a 3D model
7. Basic 3D Collision Detection
8. (Now, the person should have the following techniques down, and this lesson will be more of a wrap-up) Creating a first person camera, and walking around the terrain, blowing up things up, creating nice particles.

Any comments?
------------------------------
Trent (ShiningKnight)
NovaStorm Games
Project: OpenGL baby. None of that new-fangled Die-rect Three Dee
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement