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Game Engine Development C++

 
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WhiteByte
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PostPosted: Mon Aug 10, 2009 1:39 pm    Post subject: Game Engine Development C++ Reply with quote

Hello guys. I am working on a game engine for an mmo in progress. I am intrested in the base engine development but I am unsure of which details are essential to it and how I will go about creating the my sql database + Tables for specific In Game attributes. I chose C++ since It is good for this type of development. For now the engine runs in Direct X9. I have created the bitmaps and have some textures created. The Problem is how to create the projectiles from the Guns. If Im right in Maya 2009 you can use an emitter to spray particles. This involves mental rays and alike. Now I have the base of the engine developed but my trouble is Hack Protection, Console to execute server side commands and such and Upgrading to Direct X10.

When It comes to hack protection I would use HackShield Pro but its too damn expensive for my wallet. However I would love some reccomendations on how to prevent my game from being hacked. Not that I will successfully Make It unhackable but I cannot leave it open to Dll Injectors, Variable Manipulators and other malicous code.

And the Console Itself needs to be specialized. I am trying to create a custom cmd which contains admin commands which can be executed from an elevated power. However I am unsure of how to direct a command towards an in game attribute or the data on the website.

Help would be great. thanks.

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hcavolsdsadgadsg
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PostPosted: Mon Aug 10, 2009 4:43 pm    Post subject: Reply with quote

I think you're getting way in over your head..


A lot goes into the base of an engine, there's so many gotchas and tiny problems that it can be pretty overwhelming.

Does your renderer properly enumerate your display modes and not go up in flames in case of the unexpected?

Is your time-step fixed? Can it properly limit its FPS? Do you handle the interpolation correctly when your FPS is over / under what it should be? It would probably not be very good if one person with a high FPS has an advantage (other than smoothness).

Do you have the specifics of your server worked out? What kind of tick rate does it run at and expect from clients? What kind of connection layer is going to be used? UDP (probably, unless your game is very slow paced) or TCP, what about both?



For your question:

1. Look up ray picking
Spawn a "ray" (read: vector), do the transformations to 3d space, check if it hit something.

2. Do the intelligent thing and don't trust the client when it comes to anything.
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WhiteByte
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PostPosted: Mon Aug 10, 2009 4:53 pm    Post subject: Reply with quote

slovach wrote:
I think you're getting way in over your head..


A lot goes into the base of an engine, there's so many gotchas and tiny problems that it can be pretty overwhelming.

Does your renderer properly enumerate your display modes and not go up in flames in case of the unexpected?

Is your time-step fixed? Can it properly limit its FPS? Do you handle the interpolation correctly when your FPS is over / under what it should be? It would probably not be very good if one person with a high FPS has an advantage (other than smoothness).

Do you have the specifics of your server worked out? What kind of tick rate does it run at and expect from clients? What kind of connection layer is going to be used? UDP (probably, unless your game is very slow paced) or TCP, what about both?



For your question:

1. Look up ray picking
Spawn a "ray" (read: vector), do the transformations to 3d space, check if it hit something.

2. Do the intelligent thing and don't trust the client when it comes to anything.



Right Now All I have is the base engine itself. There is no real advanced aspects of it yet. I also do not have a dedicated server yet. I do have hosting which might be useful if I think Advantage. However thank you for commenting on this. I will review the engine and take note of every glitch I find.

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Chaosis13
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PostPosted: Mon Aug 10, 2009 6:59 pm    Post subject: Reply with quote

I always have started by making the server first... I would also suggest looking at a game engine like Torque, which I use for 3D, and see how they handle projectiles.
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jdm
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PostPosted: Thu Aug 13, 2009 1:16 am    Post subject: Reply with quote

Chaosis13 wrote:
I always have started by making the server first... I would also suggest looking at a game engine like Torque, which I use for 3D, and see how they handle projectiles.


I couldn't agree more. I believe the best way to learn is to carefully examine how others do things and try to implement it your self.

I'm a novice programmer using CSharp(C#) and that is exactly how I learned to do things. Granted most would say that is a bad habit as there are certain ways to do certain things and I couldn't agree more with that. My best advice is to see how they do things and incorperate your own ways and methods and hopefully it will turn out half way decent.

Good luck.
Jdm...

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