bootIN
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| Joined: 04 Oct 2011 |
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pighead10
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| Joined: 03 May 2009 |
| Total Posts: 10341 |
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| 07 Oct 2011 01:01 PM |
| Ogre3d. That's not because I've heard of it because this is Roblox, but because I've used it and found everything but the FREAKING TERRAIN SYSTEM easy, and the FREAKING TERRAIN SYSTEM has collision detection without needing to use a separate physics engine. |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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| 07 Oct 2011 01:05 PM |
| OpenGL + Write your own engine = win |
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bootIN
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| Joined: 04 Oct 2011 |
| Total Posts: 240 |
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Sorcus
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| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
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| 07 Oct 2011 01:17 PM |
@mustyoshi, and take 2-4 years to develop anything worthwhile looking, to see that it has become obsolete by then. And then go back to your cave, trying to update your current one.
~Sorcus |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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| 07 Oct 2011 01:18 PM |
@sorcus
:U You just killed my inner programmer. |
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pighead10
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| Joined: 03 May 2009 |
| Total Posts: 10341 |
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| 07 Oct 2011 01:57 PM |
| making your own one is really hard |
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| 07 Oct 2011 02:12 PM |
ogre4j - Java + Ogre + FMOD + Roblox networking == roblox web client
:o
(Don't forget all the other stuff I didn't mention in there.)
~+[Praise the holy god of Java coffee beans!]+~ |
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Fl0x
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| Joined: 06 Aug 2010 |
| Total Posts: 5169 |
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| 07 Oct 2011 02:14 PM |
| Direct3D + C# + Insert brain here = profit |
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Fl0x
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| Joined: 06 Aug 2010 |
| Total Posts: 5169 |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 07 Oct 2011 02:28 PM |
| For a serious project, yeahhhh, don't make your own. Unless it's pretty basic, because otherwise you won't be able to keep up while creating games. But as a fun side-project, go for it; it's very difficult, but also very fun and you'll learn a LOTTTT (one of the most informative/fun things I've ever worked on... but also one of the most painful :P). Soooo... glhf! XD |
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Sorcus
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| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
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blocco
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| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
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| 07 Oct 2011 02:48 PM |
its srs
not series
this isn't a television commercial |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Oct 2011 03:01 PM |
| What? OpenGL isn't hard. If you're not stupid, you can make something in a few weeks. I wrote my LWJGL-based sprite renderer in about three days. It has normal-mapped sprites. ujelly? |
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XlegoX
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| Joined: 16 Jun 2008 |
| Total Posts: 14955 |
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| 07 Oct 2011 03:18 PM |
"If you're not stupid, you can make something in a few weeks. I wrote my LWJGL-based sprite renderer in about three days. It has normal-mapped sprites. ujelly?"
It's all in what your definition of "Engine" is. If you want a real engine that can handle massive scenes reasonably fast and do some networking then it won't be so trivial.
My Suggestion is if you're doing 2D stuff, and don't need a real "Engine", just a nice neatly organized set of APIs, then use Box2D for collision detection + SFML for everything else. |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Oct 2011 03:19 PM |
"It's all in what your definition of "Engine" is. If you want a real engine that can handle massive scenes reasonably fast and do some networking then it won't be so trivial."
Personally, I'd recommend that 99.9% of the people on the Roblox forums stay away from even attempting that. |
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pighead10
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| Joined: 03 May 2009 |
| Total Posts: 10341 |
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| 07 Oct 2011 03:45 PM |
| I say use the FREAKING OGRE TERRAIN SYSTEM and win. It's no good for classic console shooters, mainly fps, though - use it for abstract games that don't need state of the art graphics. |
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bombpaw
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| Joined: 15 Mar 2009 |
| Total Posts: 3484 |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Oct 2011 05:21 PM |
| So does anyone wanna help write a 3D planet generator? |
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mustyoshi
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| Joined: 27 Dec 2007 |
| Total Posts: 41651 |
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