So I know there are alot of game engines out there, but still for educational purposes I want to try my hand at making my own. Truth be told, I have been remaking virtual the same one for quite some time now and they work fabulously but I always quit out of fear that I am maybe doing something wrong. I don't want to build my game on corrupted framework, but I want to actually move forward in creating a game! So if you could please just read this over, and I know it is somewhat lengthy, but your patience and input is appreciated.
Is my Game Engine right?
So I know there are alot of game engines out there, but still for educational purposes I want to try my hand at making my own. Truth be told, I have been remaking virtual the same one for quite some time now and they work fabulously but I always quit out of fear that I am maybe doing something wrong. I don't want to build my game on corrupted framework, but I want to actually move forward in creating a game! So if you could please just read this over, and I know it is somewhat lengthy, but your patience and input is appreciated.
Your engine doesn't have to be AAA Standard, or finished for you to write a game. I am doing something similar, i have written an engine to handle game screens and states, but it wont stop me making a game, the engine is constantly changing. I am writing new things and thinking "Wait, why did i write this like this?" or "How on earth does this actually work" and going back, redesigning it on top of the game i am currently building.
There is no "Proper" way of building an "engine" because most of the time, it has to suit your needs, which change depending on the game your writing.
By Reading through the calls above, we cannot say "yep that's right" or "No, your doing it all wrong". If it works for you, it works for you.
Personally, i wouldnt have a CurrentState i Have a ScreenManager which handles the states, which is defined as an Enum. The Engine doesn't know what states your game needs, other than "Splash Screens" / "Menus / Game" So, leave gamestate up to whoever writes the game to decide. so your screenmanager only needs (in my eyes) to Screen.Update() or Screen.Draw()
I can understand how you feel about the basic framework of the engine being 'perfect'. A couple of years before today, if you would have asked me, I would say the same thing. Basically you have to think of a perfect engine as a goal, and to achieve it you have to make mistakes with your engine and build it again and again. I am too in the process of making an engine.
From what you typed, I can tell you have a good idea of what you want to do. If the engine is functional enough to make a game on it, then just do it and keep updating and optimising the engine as time goes; as Andy474 said it doesn't have to be AAA standard or completely finished.
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