Which game engine?
Moderator: NBJeff
Which game engine?
Hi,
I just wanted to know.
Are you using a special game engine or libraries for Prison Architect
or did you program the game engine completely on your own?
And which languages are you using
Greetings
I just wanted to know.
Are you using a special game engine or libraries for Prison Architect
or did you program the game engine completely on your own?
And which languages are you using
Greetings
Re: Which game engine?
geniesser wrote:Hi,
I just wanted to know.
Are you using a special game engine or libraries for Prison Architect
or did you program the game engine completely on your own?
And which languages are you using
Greetings
C++ for sure and SML, I believe. Not so sure about the second one
- paktsardines
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paktsardines wrote:Pretty sure they're using a variation of the Defcon engine, which used a variation of the Darwinia engine, which used a variation of the Uplink engine. :P
Nonono! They're using a variation of the Subversion engine, which is a set of libraries added onto the Defcon engine, which is built on top of the Darwinia engine, which incorporates the Uplink engine. Sheesh!
xander
- paktsardines
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GenericJoe
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- paktsardines
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- ElectricGlow
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I was going to ask if there is any possibility of having multiple cores utilized by the game - using separate threads.
Of course, for a programmer, that's a lot like taking a car into the mechanic and saying "Hey, I want you to take the four-cylinder engine out and replace it with eight. Can you do that in two hours?"
Of course, for a programmer, that's a lot like taking a car into the mechanic and saying "Hey, I want you to take the four-cylinder engine out and replace it with eight. Can you do that in two hours?"
This isn't just running Simple Directmedia Layer? http://www.libsdl.org/
Patching the darwania engine into this would be killing a fly with a sledge hammer, that does a lot of stuff this game just doesn't need it to do.
As to electric glow's comment. Sometimes multi threading is really easy, sometimes it isn't. It tend to be easy to multi thread loops, but since games are just one really big loop that presents some unique problems. Of course I write code for banks not video games, so maybe I'm out of my depth.
Patching the darwania engine into this would be killing a fly with a sledge hammer, that does a lot of stuff this game just doesn't need it to do.
As to electric glow's comment. Sometimes multi threading is really easy, sometimes it isn't. It tend to be easy to multi thread loops, but since games are just one really big loop that presents some unique problems. Of course I write code for banks not video games, so maybe I'm out of my depth.
Fast and Small
I'm impressed with the fact that the engine is just under a MB in size and in alpha works as well as it does on my little wind up laptop. That mean its written in C or C++ and its their own custom engine. CryEngine is a resource hog as are most AAA engines out there. Even my favorite engine, the Unreal Engine, is pretty big and would be super overkill for a game that is doing resource management with all of the little objects interacting and doing their own thing. Those AAA engines would puke if they had to update all those sprites and their complex interactions (we're talking thousands to tens of thousands of interacting objects). Those engines are great at rendering complex scenes but not at processing complex sprite interactions with 1,000's of sprites, and certainly not in the space of a MB or 2 and with the small amount of computer resources it works with.
Cyberis running...
Using a big engine like Unreal or CryEngine would just have to much overhead.
This application as it currently stands isn't anything special in terms of the micro-management your talking about, any of the engines would be able to deal with that, but none of them have anything special about that that makes them good at it.
If Chris was to use them, he would still have to do most of the work himself in terms of the game.
The issue would then be that Chris would have to have made his own anyway but would also have to load all the crap that comes with that engine.
This application as it currently stands isn't anything special in terms of the micro-management your talking about, any of the engines would be able to deal with that, but none of them have anything special about that that makes them good at it.
If Chris was to use them, he would still have to do most of the work himself in terms of the game.
The issue would then be that Chris would have to have made his own anyway but would also have to load all the crap that comes with that engine.
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