Genre Modules in a Game Engine?

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Genre Modules in a Game Engine

Should have a module for each genre
0
No votes
Should have a module for few genres (like FPS,RPG,RTS only)
4
22%
Should have a generic module genre-independent
6
33%
Should have both generic module and few specific generes modules
8
44%
 
Total votes: 18

MasterGod
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Genre Modules in a Game Engine?

Post by MasterGod »

I'm wondering if I should make a module for each genre in my game engine instead of making one module and try making it as generic as I can etc..
What do you think?

Little explanation on poll's options:
Should have a module for each genre: Making modules for every genre I can find.
Should have a module for few genres (like FPS,RPG,RTS only): Making generic modules for only the most popular genres.
Should have a generic module genre-independent: Making a module that should be extended in each game according to its genre and requirements.
Should have both generic module and few specific genres modules: Making a generic module like in the previous poll option but extending it already in the engine with some popular genres (also shows how to extend if one wants to add a genre module that isn't built-in already)

What do you think? Any suggestions on the design of the module system would be nice too.
Last edited by MasterGod on Mon Mar 03, 2008 11:28 pm, edited 1 time in total.
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Vsk
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Post by Vsk »

I write the last one becasue is the best for the user :P. But the harder to the developer (you). But I think that if you make a good generic you can create the FPS for example without so much problem. Other ones will riquerie more work.
greenya
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Post by greenya »

I voted for 3rd case.

An ideal engine for me -- is a set of tools for managing textures, matrix stuff, cameras, mesh loader and manipulators, all math stuff (vectors and so on) and so on == MANAGERS only for everything. The engine must suite for any genre (purpose). All other specific modules (special for RTS for example) i do not think that it is will not have code that should be tweaked for any distinct RTS-genre game. So every game -- is a figure, and the engine -- is a plastic mass. Coder sculpting the figure to get best suite each time.

imho.
Dorth
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Post by Dorth »

I said third, because forcing yourself to devellop generic at first (before specializing), will prepare you more for odd cases. Then, when specializing, you'll find those odd cases, and fix them. Repeat :P
Halifax
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Post by Halifax »

I would say none of the designs should be used. Let's takes Unreal Engine 3 as an example. UE3 is not built towards any specific game, but it speeds up the development of any game. That is the point of an engine, to speed up the development of any game.

UE3 has been used for FPS, RPG, MMORPG, RTS, and sports games. So I would say that you should just keep your engine built around speeding up everything. If that means more coding, then so be it.
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RustyNail
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Post by RustyNail »

But NGE is designed to make life of people who don't want to use just a rendering engine to produce something easier...
So I say make a generic module; And then have some additional modules that extend the generic one. -> That makes making games using the modules more like modding the modules, but for some people (including myself 2 years ago) that is a whole lot better. So i'd also say make the modules themselves be complete mini-games of the genre complete with maps a stuff. :D
Obviously that is going to make life of the developer a hell of a lot harder :twisted: , but it makes life simpler for the user! 8)
Dorth
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Post by Dorth »

I think it's pretty obvious from replies that either way you choose, you'll have to create first a generic engine that can support a lot of stuff (hint hint: triggers, event, components, scipts, threads, etc. )
rogerborg
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Post by rogerborg »

You Aren't Gonna Need It (sic).

First, find a potential user, then ask them what they want. People who aren't going to use your engine are unlikely to be representative of those who will.
Please upload candidate patches to the tracker.
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Halifax
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Post by Halifax »

RustyNail wrote:But NGE is designed to make life of people who don't want to use just a rendering engine to produce something easier...
So I say make a generic module; And then have some additional modules that extend the generic one. -> That makes making games using the modules more like modding the modules, but for some people (including myself 2 years ago) that is a whole lot better. So i'd also say make the modules themselves be complete mini-games of the genre complete with maps a stuff. :D
Obviously that is going to make life of the developer a hell of a lot harder :twisted: , but it makes life simpler for the user! 8)
How was my suggestion just incorporating the rendering engine? As I said, an engine is made to speedup a process. I think he will be in a deep load of crap if he tries to add specific genre things.

And also as rogerborg said, find someone who is actually going to use it.
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RustyNail
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Post by RustyNail »

My idea comes from knowing how I felt when I was looking for the ultimate, free, easy tool for doing everything without breaking my back two years ago :wink: . And if MasterGod does it the way I said i'm sure there will be tons of 12-year-olds with their heads in the sky playing around with the engine; and not just 12-year-olds.... 8)
I'd be using it if I was more open-minded, but I just HAVE to know how everything works, and digging through other people's source code is quite difficult, meaning that I have to code everything myself :D .
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MasterGod
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Post by MasterGod »

Well, I know Virion is going to use my engine if I finish adding physics in time for something he needs so what do you Virion think?
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Virion
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Post by Virion »

Don't quite understand though. Means if say FPS specific only make first person camera? That sort?

However I chose the last option.
night_hawk
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Post by night_hawk »

Second option, simply because that's what I'm doing. :)
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