Game Development Community

Shader or Engine?

by Kevin Erkelenz · in Game Design and Creative Issues · 05/04/2006 (8:16 pm) · 1 replies

Hey guys, this is not really related to Torque but at some point it is so here ya go:

I have a choice of making a 2D Game Engine that will probably be nothing like Torque game Builder or a Shader editor, why can't I do both? Well I'm a perfectionist so I want to pack my stuff full with features and bot projects aren't really small so I can only do one at a time.

The Shader editor will be specialized for the Torque Engine so that it provides a good workflough, also I will write or collect information and make an Introduction to HLSL, the Editor will come with tons of Examples, Prefab shaders and I will write a .3ds, .obj, .fbx and .dts im/exporter so that it works with Torque. Since I have the Torque Sourcecode I can write the renderer similar to the Torque one and that will simmulate the TSE environment better! The 3D Output will be live and rendered in OpenGL but I will probably have to write in DX afterall... Aside the Live code editor I will plug in some tools and sliders that edit some properties in real life and also a custom slider feature so that you can attach custom variables that define something in the shader to a slider and edit it in real life. I have to study the compatibility with TSE and fx files so that I can optimize the FX export to fit TSE for best performance.

To the 2D Game Engine, I don't have many things going on in my head but a few things are there, just give me advice on what I should do! :)

Oh and I will make the Shader Editor free, or maybe a better version with a few more features for like $20.

About the author

I'm a student with a passion for video games and a dream to make them, I am a beginner but I am eager to learn lots.


#1
06/14/2006 (6:35 pm)
Do the 2D Game Engine. It would be better to make an original product then to expand on another's product in my opinion.

-Okashira