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Is that possible duplicate of your original post on stackoverflow? But I want to give to you the same answer here: No you dont need the whole engine. There is a difference between the code which builds the editor and the code which builds your game. If you only want to program your game you should create a new "code project" and modify the code ...


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Inside makeLookAt contains your error: Vector3f f = Util::normalize(center - eye); Vector3f u = Util::normalize(up); Vector3f s = cross(f, u); u = cross(Util::normalize(s), f); s is not normalized. It should be: Vector3f f = Util::normalize(center - eye); Vector3f u = Util::normalize(up); Vector3f s = Util::normalize(cross(f, u)); u = cross(s, f); // no ...


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A lot of engines uses both in a two steps approach: Load groups of compressed chunks off the storage device, slightly in advance if possible. Decompress the small chunks from RAM into an active usable format when they are needed. Keep compressed chunk groups cached in RAM for a little while in case the player walks back and forth. In your larger groups ...


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The rules you speak of are basically character actions (or commands). The commands can be divided into several types: Self-targeted ally-targeted creature-targeted area-targeted The main difference is, do we target someone or an area? You can write an abstract action type for these two kinds of actions. These actions will have access to the rules which ...


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The real question is what are you goals for this project? If you have a specific game in mind and just want to 'make it happen', then using something like Unity or Unreal is the sane approach. Creating an entire engine for anything but the simplest games is a huge endeavor. If, on the other hand, you are trying to gain skills and/or create a demo to land a ...


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The different options out there are essentially as follows: Engine. An engine provides you with a high-level API through scripting and gives you many visual and non-visual tools to work with it. With an engine, you probably don't touch it's code, and the only thing you provide are resources which the engine loads at start of execution and that's it. ...


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its best to choose Unity 3D game engine. As its easy and quickly to learn. Excellent community help, even in my 1.5 year career I didn't stuck on a single task, Every time I got the solution. So, I always prefer Unity 3D.


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It depends mostly to the kind of game you are going to produce. If you are going to prduce a FPS I can suggest Torque 3D by Garagegames https://github.com/GarageGames/Torque3D <- MIT license and HUGE community and tons of manuals and resources An RTS is better done via Spring Engine HUGE community too But tel lme what kind of game you are going to ...


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well. for most games that use their own engine created by their developers. often. they can't do things with 3rd party engine. so they make their own to make the development of their own game easier to do. or possible at least. and many games that use their own engine just generally. work better. because they're more custom and 100% fit their task. and the ...


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Unity3D is a good candidate with WebGL support coming soon in version 5. S,o no plugin in the browser is required. You also can program it in JavaScript. Info about it here


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When reading your question, I can translate it two ways. Is there an engine that can create sounds based on physical simulations? Such as air blowing across a reed, or a hammer striking a string? In gaming? not that I've heard of. Is there an engine that plays pre-existing sounds but modifies them based on physical information such as distance from ...


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I realize this is an old question, but things have been progressing in the last couple of years, and what you are describing is becoming more and more feasible, computationally. Tools like Synthesis Toolkit are used to answer the following sort of question: "My physics engine told me that the flute is vibrating in such-and-such manner. What note does that ...



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