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Rebellion2:Core engine - SWR Wiki

Implemented in C++ and openGL for cross platform The core engine will be a fully data driven object oriented system that has full integration of a scripting language (such as lua). The compiled code will be responsible for handling all generic instances of objects and for loading resources into dynamic arrays. It will also provide hooks for events and calculations, but all actual game play mechanics should be scripted using the setters and getters. The scripting language will be responsible for all game play mechanics and AI, also it should allow for complete modification of every resource attribute through setters and getters. It would also be responsible for providing file paths to resources and style sheets for the interface. The scripts should be fully editable using a simple text editor, or through external tools such as excel so that the game is easily balanceable and modable for other purposes.

Possible existing engine we will use

In our modern age, it seems like a very foolish thing to start things from scratch. The joy of computer programming is that a person can use existing tools to create more and more powerful programs than in previous generations, and in a shorter time too!

For this reason, it may be wise to use an existing game engine and suit it to our needs. From the requirements above, some things are clear right away:

  • Source code of the engine is necessary, should heavy changes need to be imposed (of which minor will definitely be made).
  • The engine must either be free, or very inexpensive.
  • Cross-platform capabilities must be present.

To this extent, we believe that the Torque Shader Engine may be just what we need. From chats with their developers via IRC, it is clear that it can support 4X games like Master of Orion and real-time games like Rome: Total War with minor modifications. Unlike most free engines, TSE is actually a rendering engine and a game engine. Through a graphics abstraction layer, it also supports OpenGL and DirectX. The only problem that I see is the price, as it requires a $100 license of Torque Game Engine and then a $150 license of the Torque Shader Engine (per programmer).

It seems to us that $250 is a small price to pay for such an extremely powerful engine (and consider the time it will save us!). Besides, it has been proven to make AAA titles such as Starsiege Tribes and Tribes 2. Making a quality AAA game through fan efforts is certainly possible as long as we concentrate our efforts.

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This page has been accessed 99 times. This page was last modified 05:09, 13 February 2008.



 
 
 
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