So how goes the CAST engine development? Are you planning on making a demo or a game under the new engine/library?
I've been following cast for quite some time, love it to pieces, very elegant design. I'd highly reccomend anyone looking to develop a 3D engine or game to examine cast carefully, it's a wealth of knowledge
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
Well I think people need educating Cast 2 is quite possibly the most advanced native 3D engine that has ever existed in an Object Pascal environment. There have been many other projects over the years but only cast has the tools to allow for full scale development.
Particle Editors, scene editors etc it's tools like these that abstract away from the inner complexities and allow people to focus on creativity.
I'm no expert, but I know enough about the game industry to know that in commercial games? Engines are all pretty much as good as each other, same features etc it's the tools the engine ship with that make developers choose an engine such as unreal or crytek.
Many people that come here want to make games but what they end up doing is making engines. It's quite rare in this day and age where commercial devs write engines, they use them, sometimes extend them but rarely write them from scratch.
There's a whole world of game development techniques that just don't seem to come up on these forums and I think they would if more people picked an appropriate existing engine for their desired goal and skill level and stopped worrying about the core, let people such as Mirage do that for you!
I can personally promise you, as I know an individual that works as a developer for a games company, that the most of the people writing commercial games *don't know how* to write game engines. (in fact if you REALLY want to work making games, you should be learning how to model in 3D, not code. because that's 90% of the time that goes into a game)
Believe me, playing around with path finding, steering algorithms and just general game logic is a lot more fun than writing a Graphics sub system! (well, for most anyway)
EDIT : CAST II is a lot more than just a graphics sub system, it's very nearly a complete Game Engine.
Last edited by phibermon; 09-10-2010 at 01:15 PM.
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
I simply do it all!! , Code, engine, graphics, sounds etc(in fact if you REALLY want to work making games, you should be learning how to model in 3D, not code. because that's 90% of the time that goes into a game)
@Mirage, nice to see your engine growing!!
Keep up the good work!
NecroSOFT - End of line -
There's a certain attraction to doing it all I just feel that with the smaller set of Object Pascal coders, and even smaller sub-set of those interesting in developing games in the language, it would be nice to see people coming together more and establishing common code bases. It would do wonders for the learning curve (as the greater shared experience could be disseminated down the skill levels) and in terms of 3D game development, I certainly think Cast II has a lot to offer.
With that in mind, I'm going to start a thread..
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
Bookmarks