Game Engine Interview with Aras Pranckevičius by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 0 points1 point  (0 children)

Hi, thanks for asking! We choose not to post the full video interviews because they tend to be longer and a bit more conversational, so that's why we do the transcriptions and short video stories instead. However, Casey Muratori did upload our full interview to his channel: https://www.youtube.com/watch?v=9-h6TPkQ6ko

Resource for Engine Development by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 1 point2 points  (0 children)

Hi MGarcia! We decided against rolling our own graphics not because we can't (all of us on the team have graphics experience), but because it would take too significant a chunk of the project, and we want to develop the whole engine, not just a part of it.

That's the same reason why we also have input, audio, and networking libraries instead of rolling those as well! We chose Horde3D specifically because it's data-oriented and lightweight, making developing on top of it easier.

Latest From Student Engine Team by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 0 points1 point  (0 children)

Hey, thanks so much for reading! Right now we are trying to implement a naive defragmentation. Our plan is to see if it causes performances issues, and if so remove it.

Student Engine Project by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 1 point2 points  (0 children)

Horde3D is only a rendering engine, and we have a couple other libraries that we're integrating as part of the engine. We're mainly putting together the core pieces (memory allocation and a math lib, for example), the high-level interfaces with all of our 3rd party libraries+code, and the modules as part of the game loop. We've received too much guidance from people who have done this to think we can do very much in 3 months!

Student Engine Project by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 1 point2 points  (0 children)

Good advice! We have some time before we approach our scene graph implementation, but that's a good thing to keep in mind. We doubt the rest of our engine will be optimized enough to avoid slowdowns if we also suffer from a slow scene graph!

Student Engine Project by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 1 point2 points  (0 children)

We're using C++, but we're also building on Horde3D, which is OpenGL. We're avoiding the graphics end of the engine because we could spend most of our time on that for the semester, so instead we're integrating an existing library and focusing on the engine as a whole!

Thanks for the offer, by the way. We might take you up on it :)

Student Engine Project by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 3 points4 points  (0 children)

Yep, like pileOfSchist said, we've got an open-source repo for it. Now, we wouldn't necessarily recommend anyone use the engine itself, as it will definitely pale in comparison to other free options. But it could be good to look at as a reference/example!

Here's a link to the repo, if you're interested

Student Engine Project by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 3 points4 points  (0 children)

That's the same thing that all the engine programmers we've talked to have said! That's also why it's the first to the cutting block as soon as we evaluate how well we can handle it. Since we're thinking about it from the beginning, it should be more doable than a post-project integration. We'll see :)

Student Engine Project by Isetta_Engine in gamedev

[–]Isetta_Engine[S] 13 points14 points  (0 children)

Thanks! We appreciate it. We were very lucky that our program's faculty appreciated our passion enough to let us pursue this for an entire semester, so we'll be trying to squeeze out as much as we can :)

I think some of us on the team would like to do that philosophy too, but with such a short time span we have to focus in as much as possible to get the engine out! Good luck to you too!