The title says most of it. If you were able to make a game engine. What would it be like? What would be the upside of it and what would be the first use of it?
Then we would compare and judge eachothers ideas.
My contribution: The Dew engine.
It is made to make realistic, yet very smoothly running sceneries by being based on gray weather when the sky is totally covered with slightly gray clouds. Why this? Lightning effects from this type of weather would not take much space because defined shadows are very blurry and almost non-existant during that type of weather. Another thing it would focus on would be foliage. Lots of uncutted grass and bushes and trees. Also different rain types would be able, having wet effect on the map and entities.
The 2Dx engine
A 2.5D engine that allows to re-create old 8-bit classics in modern day. with full Physics effects and post-processing effects
I'd make it all about the physics. Dynamic water, Digital Molecular Matter, all that stuff.
I would try to make an engine suitable to every game type, more like a kit engine that allows you to make your own engine instead of just one.
IMGEngine, A little engine that is based on images and .txt's.
It would read the colors of the image maps to decide if its a wall or not, it would read from a .txt file that got the same name as the image.
example:
[code]
Wall = 0,0,0,255
Sky = 0,180,240,255
RedSpawn = 254,0,0,255
BlueSpawn = 0,0,254,255
[/code]
[img]http://dl.dropbox.com/u/3684498/SimpleMap.png[/img]
The players would be any 32x32 image uploaded by the user.
A simple but fun little engine :v:
I'd want a secret keystroke to make it start raining kittens and puppies. I'd also want the first game built on it to be a realistic, gritty first-person-shooter beige-fest.
That way, while people are shooting each other's internal organs out with generic guns; suddenly: [B][I][U]FUCKING RAINING CATS AND DOGS.[/U][/I][/B]
[QUOTE=Doom14;22259529]I'd want a secret keystroke to make it start raining kittens and puppies. I'd also want the first game built on it to be a realistic, gritty first-person-shooter beige-fest.
That way, while people are shooting each other's internal organs out with generic guns; suddenly: [B][I][U]FUCKING RAINING CATS AND DOGS.[/U][/I][/B][/QUOTE]
Isn't that something you'd do with a game rather than an engine?
[QUOTE=Doom14;22259529]I'd want a secret keystroke to make it start raining kittens and puppies. I'd also want the first game built on it to be a realistic, gritty first-person-shooter beige-fest.
That way, while people are shooting each other's internal organs out with generic guns; suddenly: [B][I][U]FUCKING RAINING CATS AND DOGS.[/U][/I][/B][/QUOTE]
Well oblivion has raining dogs on fire, and it can be in first person sooo...
I would implement euphoria in mine.
One that allows for [B]HUGE[/B] maps. The size of EVE Online to be more accurate.
Also optimized enough to smoothly handle around 10000 units on the screen at once.
I have no idea if it would actually work or be feasible performance wise, but I'd like dynamically sampled cubemaps to generate ambient lighting. There was an ATI demo that was sort of like that but I don't know exactly.
PRESsure Engine
Basically Source but not old. Euphoria implemented for singleplayer, slightly dynamic water (see GTA4), real-time tessellation which only tessellates when acted upon by a force, volumetric lighting, all that good shit. Including open-world support so no more loading screens!
Basically Source+CryEngine+Unreal+other awesome engines.
I would start by making an engine that would effectively simulate the behavior of atoms, and then, as technology and calculation power of computers progresses, have it do more and more advanced simulations, until I have created an exact copy of the real world, and then I would begin constructing a new game engine inside my fake real world.
Edit: And the new fake game engine will have Euphoria.
I wouldn't make one, it's not a one man job... there would be too many bugs and too few features... you'd need a lot of fresh minds to make a proper, innovative engine.
[QUOTE=Bomimo;22260227]I wouldn't make one, it's not a one man job... there would be too many bugs and too few features... you'd need a lot of fresh minds to make a proper, innovative engine.[/QUOTE]
I think this is essentially a thread about your dream game engine, so practical restrictions don't apply.
I couldn't possible finish it. I'd have fantasies or crazy impossible shit and it would never end.
[QUOTE=MegaJohnny;22261977]I think this is essentially a thread about your dream game engine, so practical restrictions don't apply.[/QUOTE]
well then, that's another story. i dunno... dream engine? isn't it still a somewhat weird question. well, it'll need to have environment streaming capabilities, it should be able to conduct heavy physics calculations and would need a proper network management (i have no idea what i'm spewing out). but an engine on its own is just... boring? aren't we talking the game upon the engine with this question?
OPs engine would have content streaming, a 5-6 level calculation system we can slap some weather on and a fluent 24 hour cycle we can slap a day/night cycle on?
You guys seem to focus on the rendering module. I'd make the engine powerful, yet easy for the artists to do their job on it. It would include fully capable game object property system, capable of creating objects dynamically in game. It would take full advantage of all that CPU power perfectly, it would also make extremely efficient use of memory. Of course, the physics and rendering modules would fit perfectly into the engine. The engine would conform to any 3rd party api. Everything else would be state of the art from the AI to the Font rendering. There would be clear, clean documentation along with top-notch clean code, with absolutely no hacked up code. Too bad this will only work in a perfect world.
I'd probably mesh Source, Unreal, and whatever engine Postal 2 ran on. Uber gore and sexy physics.
A 2D engine with DMM and fluid physics. It would have a few different levels of depth, similar to LittleBigPlanet, except completely in 2D.
One that solves the rendering equation. Entirely realtime.
Also with good shadows.
Perfect physics with DMM and Euphoria. Supports virtual reality and is optimized for incredibly good graphics. Has a system to convert what a player wants into scripts for the game. It would have no limits except for what could run it.
[editline]02:20PM[/editline]
And it would use that 'infinite detail' thing for amazing graphics
-Designed for First Person
-Euphoria
-Full-body Awareness
-High degree of interactivity: most objects can be picked up/pushed, you can combine things to make makeshift weapons, etc.
-Extensive mod support.
[QUOTE=Bomimo;22262132]well then, that's another story. i dunno... dream engine? isn't it still a somewhat weird question. well, it'll need to have environment streaming capabilities, it should be able to conduct heavy physics calculations and would need a proper network management (i have no idea what i'm spewing out). but an engine on its own is just... boring? aren't we talking the game upon the engine with this question?
OPs engine would have content streaming, a 5-6 level calculation system we can slap some weather on and a fluent 24 hour cycle we can slap a day/night cycle on?[/QUOTE]
I suppose it's also going to be the engine that makes your dream game.
I'd rather like some kind of space RTS engine where you can control things on the planets. Like a Spore space stage RTS or something.
Oh dear, I've not brought enough tanks to kill off the rebel base. This agricultural colony is so deep behind the front lines I'd not anticipated it having to fight, so these tanks are all it can muster. My ships are mostly on the front lines in case the Norkrea attack again. But this planet makes a lot of money in food exports, so I'll have to bring back a battleship to bomb them from space. Don't want the whole planet defecting, that's a worst-case scenario.
You get the idea.
[QUOTE=FFStudios;22262434]I'd probably mesh Source, Unreal, and whatever engine Postal 2 ran on.[/QUOTE] Postal 2 ran on a slightly modified version of Unreal Engine 2.
I'd make a nice Physics-based engine, similar to that of Source, but make it run standard on lower-end computers, but with options to optimize for higher-end.
[editline]03:32PM[/editline]
And have open world support like Far Cry and Fallout, plus HDR, Bloom, DMM, Euphoria, etc. For higher-end (some)
And maybe a little lighting effects, dynamic water, and breakable objects (as in, a majority of objects are breakable)
I hate how everybody has been brainwashed to the point that they think Euphoria and DMM are the only way to have good physics in games. Digital Molecular Matter and Euphoria are the names of proprietary physics/animation engines that you have to pay high licensing costs to have them implemented into your game. They sure are good at what they do, but that doesn't mean that the same (or better) physics can't be achieved without them. So please everybody, let these buzzwords die already.
If I made a physics engine..
Priorities:
1. Optimization
2. Realism
I'd rather have a more optimized, less pretty physics engine than a horribly laggy super-realistic one.
But I get such a nerdgasm when I see a piece of wood break realistically.
Realistic Particle water Global Dynamic lighting PhysX Brush based, level designer with 2000x the functionality of hammer
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