Hi! I'm Marc. I've been making game engine/game framework/graphics engine or whatever anyone may call it and I think my engines are very immature as of the moment though it can provide 2d games. Well anyways, I've been doing 2D games as my personal projects/demo. As time goes by, I recreated my 2d game engine from scratch several times and make a structure that will suit me very well. I have read the 3rd edition of this book and attempted to copy the structure of the engine but failed early on. I didn't hesitate to buy this book(considering I can't get a physical copy, so it's just ebook for 59.99$) just to give it a shot again and hopefully to nail my new game engine for 2D games. Now, my requirements/given scenarios are:
- First, I'm just the programmer
- I prefer to not use any scripting language. Though I think there's a way to make a tool that acts like it but not flexible at all, that's fine with me, since I still can't get the very sole reason of doing the gameplay on scripts. I do know it theoretically but I still don't know the feel of it.
- The game I will be making using this engine is 2D only
- Given in the book, Application layer, Game logic and View layer, Where do I put my Sprite class, Rectangle class, etc. In my previous engine, I use those classes like this:
Sprite* mBall = mLibrary.GenerateSprite("INGAME", "BALL");
// render
mBall->Render();
Is that the way you render things in the engine structure in the book? I mean, if I use it for 2D game development.
- I haven't use Smart Pointers in my engine before. I only have SAFE_DELETE macro that does this:
if(ptr != NULL) { delete ptr; ptr = NULL; }
Something like that. Will that suffice in my new game engine that will base on the structure taught in the book?
My goals are:
- Make an engine for 2d game development.
- Have a tool for data driven gameplay? or what? I still don't know what to be pulled out of C++ and put somewhere else for the sake of faster prototyping and for designers.
- And of course, implement the application, logic, view structure from the book "IF" it would benefit it.
Sorry for my bad english, I mean no disrespect for anyone here. I would very much like to hear your thoughts on my problem.
- First, I'm just the programmer
- I prefer to not use any scripting language. Though I think there's a way to make a tool that acts like it but not flexible at all, that's fine with me, since I still can't get the very sole reason of doing the gameplay on scripts. I do know it theoretically but I still don't know the feel of it.
- The game I will be making using this engine is 2D only
- Given in the book, Application layer, Game logic and View layer, Where do I put my Sprite class, Rectangle class, etc. In my previous engine, I use those classes like this:
Sprite* mBall = mLibrary.GenerateSprite("INGAME", "BALL");
// render
mBall->Render();
Is that the way you render things in the engine structure in the book? I mean, if I use it for 2D game development.
- I haven't use Smart Pointers in my engine before. I only have SAFE_DELETE macro that does this:
if(ptr != NULL) { delete ptr; ptr = NULL; }
Something like that. Will that suffice in my new game engine that will base on the structure taught in the book?
My goals are:
- Make an engine for 2d game development.
- Have a tool for data driven gameplay? or what? I still don't know what to be pulled out of C++ and put somewhere else for the sake of faster prototyping and for designers.
- And of course, implement the application, logic, view structure from the book "IF" it would benefit it.
Sorry for my bad english, I mean no disrespect for anyone here. I would very much like to hear your thoughts on my problem.
The post was edited 1 time, last by marcjoel ().