- #1
Adder_Noir
- 239
- 0
Dear All,
I'm still only on my second book of learning C++ although I've had plenty of programming experience writing snippets for games before. The first book was about 350 pages and introduced to me to everything up to and including OOP and inheritance.
Now I'm reading one targetted at the games industry. I'm not a typical game student, nor am I planning a typical career in the industry. Since playing BattleGround Europe I was amazed at the amount of people such outdated graphics appeal to when the rest of the formula is gotten right. I thought it was only me left in the world who appreciated good gameplay over fancy brass knobs and bells.
I'm an electrician by trade and a budding novelist but in the future I plan to create an online game very similar to BattleGround Europe. I've had plenty of experience in building units, writing config files, making artwork and the like in Operation Flashpoint so I know what's involved on that side of it.
I'm trying to gather information well in advance to give the picture plenty of time to focus and also to give me something to look forward to in the future.
So my questions are:
1)Would it be sensible or even feasible to purchase a pre-existing game engine for the game or would I have to look at building my-own custom made one to suit such a high-performance demanding format where I could sacrifice pretty-ness for code saving leanness?
2)And how expensive would it be to rent or run a server large enough to cope with thousands of players online at the same time?
I would imagine realistically that I would have to make my own engine which is no major problem as I'm already very au fait with maths and physics thanks to my educational background. Also I suspect running a server would be out of the question and I'd have to rent it.
I know it sounds like a very pie-in-the-sky question but this is the very, very beginning and I'm trying to get some research rolling so any insight you chaps could offer would be most appreciated. Thanks
I'm still only on my second book of learning C++ although I've had plenty of programming experience writing snippets for games before. The first book was about 350 pages and introduced to me to everything up to and including OOP and inheritance.
Now I'm reading one targetted at the games industry. I'm not a typical game student, nor am I planning a typical career in the industry. Since playing BattleGround Europe I was amazed at the amount of people such outdated graphics appeal to when the rest of the formula is gotten right. I thought it was only me left in the world who appreciated good gameplay over fancy brass knobs and bells.
I'm an electrician by trade and a budding novelist but in the future I plan to create an online game very similar to BattleGround Europe. I've had plenty of experience in building units, writing config files, making artwork and the like in Operation Flashpoint so I know what's involved on that side of it.
I'm trying to gather information well in advance to give the picture plenty of time to focus and also to give me something to look forward to in the future.
So my questions are:
1)Would it be sensible or even feasible to purchase a pre-existing game engine for the game or would I have to look at building my-own custom made one to suit such a high-performance demanding format where I could sacrifice pretty-ness for code saving leanness?
2)And how expensive would it be to rent or run a server large enough to cope with thousands of players online at the same time?
I would imagine realistically that I would have to make my own engine which is no major problem as I'm already very au fait with maths and physics thanks to my educational background. Also I suspect running a server would be out of the question and I'd have to rent it.
I know it sounds like a very pie-in-the-sky question but this is the very, very beginning and I'm trying to get some research rolling so any insight you chaps could offer would be most appreciated. Thanks