Start of feature list
Today I will go over a few of the technical and structural features that I am planning for my engine.
The engine will be done in c++, while any tools will most likely be done in c#.
The engine will be multi-platform and use the win32 windowing system on windows and sdl on mac and linux.
I hope to implement a large feature set to the engine including graphics, physics, input, sound, scripting (with lua), and ai.
All of those parts will be (most likely multithreaded) interfaces of independent services that will be implemented by plug-ins loaded by the game engine plug-in manager.
The engine usage will be based around the component based entity system (more information can be found here, here, and here).
There will of course be more to come.
I would like to know what everybody thinks about this plan. And if anyone has any suggestions, requests, comments, or constructive criticism please post a comment and if it’s good I will mention it in the next post and probably use it in the engine.
See you next time.
NOTE: You may have noticed that I just added an engine information page. That page will be used as a repository of key information in these blog posts and key comments and suggestions.
May 16, 2009 at 8:26 pm
I’m interested to see how the component-based class works. It’s something that’s always kind of seemed interesting, though I never looked into it enough to see how it worked. Though, I did actually have at least one project that used it for giving statistics to objects, I never tried it in large scale.
Good luck!