Programming Thread

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Started by the-pi-guy, Mar 13, 2016, 10:39 PM

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the-pi-guy

Mar 23, 2019, 06:23 PM Last Edit: Mar 23, 2019, 06:26 PM by the-pi-guy
That sounds excessive. "I'm going to force my way of programming on my students and teach nothing practical".  Unless this is some weird data structure class.
It's just the functional programming part of the course.  We are just required to make all our functions in the form of functional programs, so we arent allowed to use non-functional programming techniques.  

I know every single thing online always says "never make your own game engine," but I'm getting really excited about starting mine. The primary goal is to make an engine for my 4D game but ideally I'd use this engine for all my games going forward. A few things I'd like

Good alt version support. Unity is great at making a game run on multiple systems but it still has lots and lots of things that only work by making separate projects for each SKU. I'd like my engine to have a system where SKUs are easy to define and automatically handled. (as an extreme example, a demo would exist in the same project as the full game instead of being forked off)

Decent scalability. I realised that I tend to make niche games that can be really exciting for people that don't consider themselves video game players. It would be smart to make an engine that can run on older computers. It doesn't need to look good, but it should be able to run smoothly.

High precision. Doubles and longs should be used on most things. First of all I just like them, secondly I tend to use complex geometry where imprecision adds up, thirdly suspend/resume mean that games can run for weeks without being reset, and fourthly I'd love to make a space game one day.

Splitscreen/local multiplayer support. Goes without saying.

Rock solid frame rates. The actual act of rendering should be safe to perform at any time. Essentially the camera and critical components are guaranteed to update every frame but other things can be skipped as needed. Basically asynchronous timewarp but built into the game and available even in 2D. The game should have a steady framerate but this is a safety net.

How's it going?