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Geek Culture / [LOCKED] Carnage Engine -- Idea

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Slayer267
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Posted: 21st Feb 2012 00:20
Okay so I was sitting at school and came up with an idea for a game engine that could be programmed and used in games

Basically it is as easy as FPSC but as powerful as all of the game engines combined!

Potential features -

*Water - It will actually be like blender simulation water
*Vehicles - Like Frostbite engine (Battle Field 3)
*Anti-Hack - A feature where you include a files code and it waits for the player to log in, then bans them through 3 ways, IP, Comp Name, and MAC ID
*Anti-Piracy - Once one CD code is put in, it crosses it off at the company. The next user needs to call us to verify they have the product before we can reactivate it. Trust me, most pirates are probably scared to call.
*Cell Simulation - Now I know what your thinking... (Wtf?) Cell Simulation means that everything is made in Cells, not polygons, therefor more detail is added with textures having an un-godly high resolution or infinite resolution.
*Motion Tracking - Where you recording yourself doing something and the skeleton tries to do that.
*Auto shaders - Where the engine trys to figure out which shader to apply due to the color of the object.
*S.P Programming Language - Again I know what your thinking (Wtf) but it would be its own progrmming language, designed to be fast, and efficient. SP Stands for "Supreme processing"
*Soft Shadows - Basically all shadows are slightly feathered down to stop the pixelated effect.
*Built in 3D Modeler called 4D Skulpter
*Built in Sound Editor called Infinity Sound
*Built in Texture Editor Called Imagination
*Controller Installer - Installs drivers for the game to use that controller and has the player set the controller controls.
_____________
Thats it for now, just an idea, if you think I should add something, add it below.

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Vent
FPSC Master
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Posted: 21st Feb 2012 01:07 Edited at: 21st Feb 2012 01:13
Quote: "*Anti-Hack - A feature where you include a files code and it waits for the player to log in, then bans them through 3 ways, IP, Comp Name, and MAC ID
*Anti-Piracy - Once one CD code is put in, it crosses it off at the company. The next user needs to call us to verify they have the product before we can reactivate it. Trust me, most pirates are probably scared to call."


So one wouldn't be able to play without an internet connection? No. Just. No.

Quote: "Trust me, most pirates are probably scared to call."


Doubt it.





Wolf
17
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Location: Luxemburg
Posted: 21st Feb 2012 01:16
Quote: "Basically it is as easy as FPSC but as powerful as all of the game engines combined!"


How is one supposed to react to this kid's posts?

On one hand I know he is very young on the other hand the sheer insulting ignorance startles me. Even at your age you should be mature enough not to make such claims.

Why don't you implement the holodeck from star trek? It would be just as realistic.

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
rolfy
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Posted: 21st Feb 2012 01:43
Quote: "Why don't you implement the holodeck from star trek?"

I too would like this implemented in this awesome engine.

Awesome! Its one of those threads.
Zotoaster
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Posted: 21st Feb 2012 01:46
I don't even...

"everyone forgets a semi-colon sometimes." - Phaelax
rolfy
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Posted: 21st Feb 2012 02:05 Edited at: 21st Feb 2012 02:07
I'll be happy to beta test this for you when its at that stage, unless your asking me to imagine it in my head, I am pretty good at that sort of thing, but it wouldn't be feasible cos I got work to go to. Shame really...

Awesome! Its one of those threads.
Mr Bigglesworth
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Posted: 21st Feb 2012 02:21 Edited at: 21st Feb 2012 02:27
Quote: "*Anti-Piracy - Once one CD code is put in, it crosses it off at the company. The next user needs to call us to verify they have the product before we can reactivate it. Trust me, most pirates are probably scared to call."


A decent software cracker would crack it in 3 days.

Quote: "*Cell Simulation - Now I know what your thinking... (Wtf?) Cell Simulation means that everything is made in Cells, not polygons, therefor more detail is added with textures having an un-godly high resolution or infinite resolution."


This technology is far away and still pretty experimantal.


Quote: "*Auto shaders - Where the engine trys to figure out which shader to apply due to the color of the object."


This just doesn't make any sense at all. You don't even need to care about colors for some shaders, and the texture could be any color.


Quote: "*Soft Shadows - Basically all shadows are slightly feathered down to stop the pixelated effect."


These have been around for a long time, they are just a shader.


Quote: "*Built in 3D Modeler called 4D Skulpter
*Built in Sound Editor called Infinity Sound
*Built in Texture Editor Called Imagination"


Um, why take the time to make your own editors for these when most people will use the ones that are better and that they are trained to use.


Quote: "*Controller Installer - Installs drivers for the game to use that controller and has the player set the controller controls."


Windows does that (Installs drivers)


And about the water, most computers can't run dynamic fluid simulations at a decent speed, let alone run a game at the same time.


Who will program this? It would take a team of programmers years to make all this happen, it would be easier (and cheaper) to use existing commercial engines.

Threads like these get old fast, we understand it would be cool to have something like this, but it is unfeasible.


Here is a quote from a nice forum user:

Quote: "Slayer, if I could give you one peice of advice it would e to think about what you say before you say it. I mean... Why would you come onto an indie developers forum and claim to be the next Infinity Ward when your games look like they were thrown together in a half hour. Don't get me wrong, I'm sure you have a good heart in real life but you got to know the time and place to comment or post."
Seppuku Arts
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Posted: 21st Feb 2012 03:08
I like creativity and I hate stepping on people's ideas, but of course I think they need to be thought of with an angle of realism. I guess a: "oh this would be totally awesome" and then ask, "but is it practical? Would it work? Would it be worth it? What would limit it?" It is an annoyance with being creative person, your imagination runs wild then reality walks in, slaps you in the face and says, "you're being silly jeeves!"

A good engine I think is one that can talk to a large number of tools rather than try to have them built in. I think at most it needs a level editor, script editor and maybe the odd little tool that's useful for the specific engine, like a physics body tool.

The scripting I think should be something people are likely to get to grips with, that doesn't mean inventing a new language, it's probably better to use something people already understand. I've used LUA scripting before now, but some engines use C-style scripting or C# or Java too.


But in short, for your idea to work you're talking about a lot of work and a certain number of redundancies.


anayar
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Posted: 21st Feb 2012 04:21
Hey, I got quoted !

Cheers,
Anayar


For KeithC
DJ Almix
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Posted: 21st Feb 2012 05:05
This...

All...

Seems legit.


I am not a fan of MLP , but that's just me
anayar
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Posted: 21st Feb 2012 05:13 Edited at: 21st Feb 2012 05:17






It's almost that legit .

Cheers,
Anayar


For KeithC
Agent Dink
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Posted: 21st Feb 2012 06:19
This thread is amazing.

http://lossofanonymity.wordpress.com
Fallout
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Posted: 21st Feb 2012 08:45
I've already made the flagship game for this engine.

Kezzla
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Posted: 21st Feb 2012 10:02 Edited at: 21st Feb 2012 10:04
Ive got nothing against dreaming and quite often random new tangents can be born of naive brainstorming.
I have a secret weapon for you...
here
use it wisely.
May teh codez be with you.

Sometimes I like to use words out of contents
Van B
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Posted: 21st Feb 2012 11:21
Cell simulation?

Infinite resolution?

No, a vohement NO!

This technology will not go anywhere - you will never be playing a videogame with cellular level models. It's not practical, it's not feasible, it's not possible, it's not going to happen.

You think that suddenly square root calculations and data footprints will become free and infinite and unlimited?. Here is a fact of life, any digital representation is flawed, even the way floating point numbers are handled are flawed. If we can't even have an infinitely accurate number, how on earth can we have infinite anything?
No matter how many bits you double up, 16-bit not enough, 32-bit not enough, 64, 128, 512, 1024, 2048 - it will never be enough to be infinite, or exact. There's a sharp distinction between cellular systems like Unlimited Detail (untested, untrusted, impractical, fund-raising-hogwash that can't stand up to the most basic requirements of a 3D engine) and polygon systems (tried, tested, trusted).

People often wonder what the future will bring, I don't know why - all the future ever brings is faster and smaller, faster has to get a whole lot faster, and smaller has to get a damn site smaller to be anything close to infinite. We live in a world of constraints and rules, true innovation comes from adhering to those rules and getting real results. Nothing is infinite, even the universe has to be finite, otherwise it defies every law we rely upon to understand how these things work.

I'd say we'd be all better off if we started looking at curved polygon rendering - that's where the next level of detail will come from. We don't just go from origami to digital cellular modelling just because some Aussie claims it's feasible.

Health, Ammo, and bacon and eggs!
swissolo
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Posted: 22nd Feb 2012 00:01 Edited at: 22nd Feb 2012 00:08



ZOMGWOP!
Sign me up!

Van B made a good point. It should be atom based rendering.

[/troll]

I think we've settled this well before now... Try building this engine yourself, we'll see

swis - No, it's not pokemon.
Joined: Tues Dec 16th 2008
93% of human interaction is non-verbal.
Slayer267
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Posted: 22nd Feb 2012 00:21
Quote: "Try building this engine yourself, we'll see"






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Seppuku Arts
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Posted: 22nd Feb 2012 00:23
To detract from some of the trolling here.


I think what would be a GOOD suggestion is try programming your own engine, not necessarily with the ideas you've had, but I think it'd be a great learning experience. Not saying do one from scratch, learn DBP maybe and keep it simple. Learn what components make a game. It's a hard job, especially when you're young (I started DB when I was 14 and I still haven't completed a project in it). But if you've got a goal, stick at it, but be realistic.


Slayer267
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Posted: 22nd Feb 2012 00:31
I will start with BASIC not dark basic, I hope they are the same.

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Seppuku Arts
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Posted: 22nd Feb 2012 00:48
'BASIC' is actually pretty general (Visual Basic maybe?). I can't even be sure which program you're referring to. Dark Basic is a program based off of Basic, except with the purpose of creating games and Direct X-based applications. It's possible you could be ending up doing something that's more difficult to grasp than DBP.


Le Shorte
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Posted: 22nd Feb 2012 01:08
Quote: "I will start with BASIC not dark basic, I hope they are the same."

I'm not an expert on DBP, but I'm sure that a good amount of the stuff you listed could never, ever be accomplished in DBP.

Cheesehead for life.
Slayer267
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Posted: 22nd Feb 2012 01:13 Edited at: 22nd Feb 2012 02:04
My first code -



I did it

Big message I created (Compile in DBPro, See if works)


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RedneckRambo
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Posted: 22nd Feb 2012 02:44
Dude...


Seriously?
All that advice given to you, and those are your responses...

Slayer267
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Posted: 22nd Feb 2012 02:48
Quote: "
All that advice given to you, and those are your responses..."


Not exactly direct responses to the forums. Just a nice little life message, and progress.

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JLMoondog
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Posted: 22nd Feb 2012 03:11
Flame

This thread has been locked due to the unmanageable number of flame responses. Please refer to section 3.11 - 3.12 of the Acceptable Usage Policy for full details:

http://www.thegamecreators.com/?gf=aup#forum

AUP Section 3.17 ...Moderators shall, at their discretion, determine what constitutes a violation of these terms, along with generally accepted netiquette standards, and can take action against those who violate these rules.

If you contributed to the reason for locking, you may now find yourself on moderation, or in extreme cases a ban.

JLMoondog
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Posted: 22nd Feb 2012 03:13
I'm going to give you some time to work on your 'game engine'.

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