O.o Well I'm not a code guru, I've just spent a while researching graphics programming, most of which is done in HLSL for the shaders which is really quite simple when your doing deferred rendering, everything basicly becomes a pixel shader. When it comes to collisions and physics I'm rather uneducated XD I've got a base…
so far i see, engine and artists, so who is going to make the game? neither assets nor the engine to display them are a game, aer you guys going to work on the gameplay code as well? For "casual" artists to be able to create a game without coders you'd need at least a visual scripting environment to like a nodebased event…
@ Super happy cow I've actually put a lot of thought into such things, with the primary rendering being deferred cramming as much information into as small a space as possible is very very important. @Maph Multi-Platform will be a later concern, for now we can't afford development consoles. Deferred rendering is the way…
I gave my try at graphics on here and I'm still working on it, but long story short my priority is and always will be programming. That said my area of expertise is graphics programming (anywhere from real-time radiosity to high-speed particle systems to efficient terrain mapping and manipulation) and I am working on a…
I seem to have not made myself clear :P FIRST! I'll explain the projects workflow! After acquiring a willing asset team and taking care of legal issues so the project doesn't go unfinished. Asset Team - Design a game (base concepts and what the gameplay will hold) Together - Plan out how the mechanics will work and discuss…
When you are starting up and have no code written or a concept of software / game hinted out to the market. There isnt much you can get from it because mostly it will be identical to something that was already marketed. And especially when you are starting up an independent game studio or creating games as a hobby. I say…
well as far as coding goes I'm the most experienced in the team. So I'm taking the lead in overall structure and engine design. Which isn't saying much because the team atm is 3 people. It may grow while still developing this engine but I doubt it. One of the 2 other members is a good friend and we've already discussed a…
It is my goal to make it very easy to use and friendly towards all members of a game development team (environment artists, character designers, physics programmers, etc. etc.) But that said it would take months to finish an assortment of programs and utilities dedicated to developing using the engine. This is not to say I…
UPDATE! I've been researching so much and experimenting left and right. I'm currently working on the final engine product. It will work as an UberShader Forward Renderer with a GBuffer capable of most deferred rendering. I'm writting the Culling engine while I type this, the Culling Engine is a more efficient model of the…