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Game Development

How to make an appealing graphics engine

With all the engines I’ve been looking at I thought it would be fun to write down what appeals to me. In order of importance: 1. Easy to use 2. Encompassing set of tools 3. Doesn’t use script, or if it does the role of script is limited and optional. 4. Feature set Easy to […]

With all the engines I’ve been looking at I thought it would be fun to write down what appeals to me.

In order of importance:
1. Easy to use
2. Encompassing set of tools
3. Doesn’t use script, or if it does the role of script is limited and optional.
4. Feature set

Easy to use
Ease of use is important to me because, like most people, a graphics engine is a means to an end and not an end in itself. I want to get the engine installed as fast as possible, spending as little time as possible learning, and getting the engine to do what I want with a minimum of fuss. This is one thing good about the Wild Tangent engine… once you get past the installation 🙂

Toolset
For much the same reason as ease of use, my goal is not to spend a lot of time writing exporters for custom tools and getting those into my game. My goal is to get the artwork into my game as fast as possible with as little effort as possible. If I have to read 20 pages of text and follow 5 different links to get a model into my game it just isn’t going to happen. Ogre 3D could stand improvement here especially, since the only level format it reads requires a license from ID Software to build. Like I said, it’s not going to happen.

Doesn’t use script
We have a common theme going here. If an engine uses script, that means I have to learn what they did to write it. I don’t want to learn what they did. I don’t care what they did. The last thing I want is to spend a week figuring out an arbitrary language just to see if I like the engine. As I said in the previous blog, script should be for level designers. When it comes to designing my levels AFTER I know I like the engine, fantastic.

Feature set
This is the least important to me. Why? If I wanted a huge feature set then I’d be making a huge game. If I was making a huge game I’d be using a huge engine and would have a huge amount of money to buy said engine. I wouldn’t be using a free engine. I’d use an engine where I know I can get support, where the engine will be updated over time, and where I know it’s been used in successful games before.

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