Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (780)
Games in Android Showcase (233)
games submitted by our members
Games in WIP (856)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Getting started and actually getting something done.  (Read 1482 times)
0 Members and 1 Guest are viewing this topic.
Offline SalsaSalsa

Junior Newbie

« Posted 2010-10-05 01:53:43 »

First off, I'm brand new to this board and I'm glad a resource like this exists. This is not something I usually do but I've kinda hit a dead end.  Before I actually ask you my series of questions I'll prove that I have at least an understanding of what I'm attempting to do.  I've been a Ruby, Obj-C, C++, and Java programmer for a little over 5 years now (excluding Obj-C, only about a year) and I've become very interested in game development.  I've read up on Java2d and ran through a few tutorials leading up to creating a tetris clone.  Basically, I'd like to create my own engine and create my own game based off that engine. Except, this is a huge task that takes a lot of planning and time.  I've never done anything similar to this before and I need a point in the right direction.  Where do I begin? What parts of the engine do I need to create? Are there any good books on this topic that you guys would suggest? Maybe even a good open source engine I could pick apart.  Any help you guys could provide me would be great.  Thanks.
Offline Karmington

Senior Devvie

Medals: 1
Projects: 1

Co-op Freak

« Reply #1 - Posted 2010-10-05 02:14:23 »

Basically all you have in a simple engine is an update loop in which you run the game logic, get the user input and update the screen.
Everything after that is chrome on top. ImmediateGraphicUserInterfaces, fancy HeadsUpDisplays, Loading screens, Splash screens, Menus and Settings...
Don't worry about making a full whatever-game-engine straightaway, it won't take long to strip down for the next project, and things
will change and live along the way. Of course it is wise to try to put all the clearly reusable code in separate packages, imGui particularly
is a good example of a highly reusable area of code.

Personally, depending on the game I would look at:

a general reusable framework ( loading, splash, game states )
level editor, if game needs it
sound systems
reusable graphics routines like Sprite, AnimatedSprite, ParticleEmitter

More advanced engines may have inbuilt level editors, 3D scenegraph tools, Texture compression tools, and so forth. But that's going a long way forwards.
The big-house toolchains are getting pretty impressive, they can do in-game animations with scripting and so forth, amazing terrain editors,
live resource swapping...

Offline SalsaSalsa

Junior Newbie

« Reply #2 - Posted 2010-10-05 02:37:33 »

Thanks Karmington,  how about books... any good ones?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline dime

Senior Newbie

« Reply #3 - Posted 2010-10-05 08:37:32 »

If you want to develop for Win, Mac, Linux; then I would suggestion Slick 2D with TWL.

That gets you a nice game engine and nice GUI/theme-able interface.
Those in themselves will save you tons of time.

On top of that there are some nice network lib and data manglers out there.
Reuse when you can will help speed development, specially working by yourself.
Pages: [1]
  ignore  |  Print  

hadezbladez (697 views)
2018-11-16 13:46:03

hadezbladez (347 views)
2018-11-16 13:41:33

hadezbladez (680 views)
2018-11-16 13:35:35

hadezbladez (169 views)
2018-11-16 13:32:03

EgonOlsen (2362 views)
2018-06-10 19:43:48

EgonOlsen (2474 views)
2018-06-10 19:43:44

EgonOlsen (1463 views)
2018-06-10 19:43:20

DesertCoockie (2128 views)
2018-05-13 18:23:11

nelsongames (1904 views)
2018-04-24 18:15:36

nelsongames (2572 views)
2018-04-24 18:14:32
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!