Well, I agree with Rick, but at the same time I am working with a small team using a custome engine and it is great. There are reasons why you would go with a custom engine. -Like in the case of Offset, the coders can simply do better than what is available on the market -Your game is so original that it will be faster for…
I must agree with you wholeheartedly on this one, Rick. In college we had a 'game development club' which was pretty much where only the people who cared about their 'game design degree' hung out (... great way to learn teamwork and figure out structure and organize a project... usually). We always used the Unreal Engine…
Speaking as the Hobbiest Group on MSN I would like to defend our decision to write our own engine and for clarification, we aren't a "hobbiest" Group at this point, we are a fully licensed Limited Liability Corporation in the state of Indiana. I prefer Independent Game Studio 1.) The game we are currently developing came…
I think it entirely depends on the game your trying to make. For an FPS, there is no reason to build an engine from scratch. The Quake3 engine is a extremely well done piece of work, which is completely free in every way. And if not Quake3, then Torque, or a Quake engine modification like Darkplaces and Xreal. But there is…
Word up. http://www.rsart.co.uk/2006/09/15/roll-your-own-engine-roll-your-own-problems/ C&P for the lazies. Recently I was approached by a group of hobby gamers who wanted me to make some art for a game they were working on (for the record, I have no interest). They tried to persuade me that they were worth working with…
I spend close to 3/4 of my work day debugging other people's code to figure out why something that should be pretty simple isn't working. In a perfect work 3rd party engines would have great documentation, awesome mailing list support and work right the first time. It's great when it works right but spending a large…
Im using torque, and from an artist perspective I spend about as much time finding and fixing bugs in the export process than I do actually making usefull assets. And from a code perspective, we basically will have to roll our own lighting, occlusion, etc. The bundled stuff simply doesn't meet the needs of the project.…
[ QUOTE ] Youll need to write your own tools, and probably exporters. Youll need to figure out lighting, and memory access, and probably streaming. Oh, and animation systems and directional sound. Input and output routines. I almost forgot about particle systems, and the scripting language to write the actual gameplay…