9 minutes ago, Jemme said:That answer will decide the path you take, for example if you want to be a render programmer just build a render , physics ? Then use someone else's render engine and just do the physics.
I feel I'm generalist. Probably to make life easier, I want just to be able to make cool editor and combine all engine modules to make them interact each other in the complete and united engine, but with some kind of modularity in mind. I guess this is more general programming experience than something special like physics (and probably I will learn a lot about computer science and software development).
Also according to "Game engine architecture" book boost library documentation is a place (maybe bad for beginner) to learn a lot about computer science. What do you think about it?
22 minutes ago, Jemme said:I learned math from tons of different books and articles, lengyel book is very mathy in the sense it's quite difficult to understand for non degree people.
Actually I have degree, but in mechanics not computer science. And right now I'm learning c++ and reading "Game engine architecture" book
28 minutes ago, Jemme said:I'm building a framework a bit like SDL and SFML but with more render APIs and custom physics.
That's very smart idea! Yes, this is what I'm thinking about -- to make hardware- and API-agnostic layer on top of steam audio (or steam audio on top of API-agnostic layer?) to make cool audio system, take PAL and make physx/bullet abstraction layer, take Sony Editor and make mixture of woven together engine modules! But what knowledge I need to make framework a bit like SDL and SFML?
46 minutes ago, Jemme said:You can then add the "engine" separately to supply scene manager , entity systems etc.
Probably I need specific knowledge to make it. But it sounds very interesting and doable! I would like to make platform independent layer and core systems. Scene manager- this is all about scene graphs? And I'll need to integrate some kind of COLLADA?
51 minutes ago, Jemme said:Check SFML and SDL source, look at XNA structure and check out eberly engines:
Wow! Thanks! But I'm not sure I'll understand the code.
On 19.11.2017 at 11:57 AM, frob said:EA has an enormous body of tech tools and libraries that cover just about anything you want
Yes! Looks like Frostbite is made up from a lot of EA and 3d party tech:
https://twitter.com/frostbiteengine/status/428983833921589248
Audio - SOUNDR!OT (as it's internally called by EA according to "Game engine architecture" book, but DICE stated like it's their own audio engine
http://forum.i3d.net/threads/audio-tech-in-the-frostbite-engine-part-2.140075/ );
Animation - ANT + Granny;
Video - idk (Movie Player?) + Bink;
Physics - Havok + DICE destruction layer on top of it.
So it's seems like they used a lot of modules to complete engine very fast (I will make another topic about it later and relationships with Renderware and UE3). So what DICE has made it's rendering systems, game logic and editor. Right?