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Blockland coded in C++

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otto-san:


--- Quote from: Altiris on April 20, 2013, 06:13:51 PM ---Also what's the benefit of having a game engine and then a seperate rendering engine? Thanks!

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The rendering engine is what shows the game, if you aren't sure about that yet.

Making a rendering engine isn't nearly as easy as you think, and I don't know enough about the subject to stress this as much as it probably should be stressed. It's much, much easier and will save you a lot more trouble to use libraries that are already functional with extensive documentation such as OpenGL and DirectX.

If I were more confident that it were true, I'd also say that graphics card drivers have to be made to support rendering engines. Sounds like something I pulled out of thin air, though, so I guess I'm really just asking or something by saying this.

Kalphiter:


--- Quote from: Altiris on April 20, 2013, 06:13:51 PM ---I would say Unity but that's probably too easy (go for it anyways if you want). How about the Source engine? (I was looking online and there aren't really that many game engines as I thought there were Torque3D is in the list a lot which I didn't know either). Also what's the benefit of having a game engine and then a seperate rendering engine? Thanks!

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Steam is one of the least mod-friendly engines around, next to those that don't allow modding at all. Modding for Source involves (1) installation of another plugin and (2) compilation of DLL libraries. Being able to modify a mod or make a new one by simply using notepad and nothing else is a perfect representation of modifiability in the Torque engine: it's easy, quick, vast, and customizable. There are so many things you can do extremely quickly in Torque that would take forever to do with Source.

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