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Beginner doubts

Started by stuted Aug 17, 2012 at 12:48 PM 5 replies 2.3k views
Original Post
stuted
stuted
Hi,

I don't want to take your time long, so I'm putting this straight away. I am looking for an engine I can script with C++ if possible, or is visually scriptable (I think something like the CryEngine 2 Editor's Node Graph). It should have physics, that is capable of visualising real-time destruction, like in Red Faction Guerrilla, or the FrostBite E.
I want to script it to generate random terrain if it is told to do so. Being able to screen good graphics would be also a point.
The reason I post this question is because, I feel insecure which engine should i use, it would be such a let down if I learnt an engine that is no use for me.

So all in all, which Engine should I use, for developing an FPS game, that is capable of such things?

Thanks in advance
David.M
David.M
Before you can make an FPS game you have to learn the basics of the language. From there you can make simple games. Then, eventually, you'll be able to work your way up to creating more complex games. This is a good read to get you started.
stuted
stuted
Hey, thanks for the answer. I forgot to state, that I'm okay with the basics of C++. I have done my GSCE exam with it. This is why I said, i would like to be able to script the engine with C++.
wicked357
wicked357
I have found that transitioning to another language after 4+ years of C++ was quite easy actually. If you are willing to give another language a shot there are many engines out there that use like C# or their own scripting language. If you are comfortable with C++ though, you could always use an engine that instead of using a scripting language to tell the engine what to do... you actually program it. Here is a decent list of game engines with some having a grid showing what they use and what they don't. I hope this helps you, http://en.wikipedia.org/wiki/List_of_game_engines
stuted
stuted
I have been thinking about the Neoaxis Engine, the Torque 3D Engine, and UDK. Not sure which to pich. Both the Torque 3D and UDK has the ability to those random terrains, I don't know how it is in Neoaxis. Torque 3D could be scripted with C++(programmed), and it has nice physics....
stuted
stuted
So, would you mind giving me any advices?
Paul C Skertich
Paul C Skertich
There's a lot of pride going the hard route! If this what interests you most! I remember being in a daze about DirectX11 and everything. I came from a programming history since 8 or 7 I can't remember. I even used UDK for a bit then suddenly...I felt this feeling, "I should be doing something a bit more rewarding!" So, I went back to C++ and still learning more awesome stuff! On additional notes, look at what licensing it requires before going for already out of the box engine. UDK's pretty steep - it's 99 dollars but every like 35,000 game title sold they take out a percentage. IF you truely want to make your own engine because you want it to fit your style then by all means - program your own engine. This is just my opinion though! Last notes, is you could find that you can add cool stuff your engine could do better!

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