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by drekipus
1069 days ago
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I'm curious what games you made without the concept of a scene or node.. at least from an code organisation standpoint. I used to try and write GLES games back in C++98 out of highschool. I find modern engines much quicker and easier to understand and use |
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I made a partial clone of the Warcraft 2 game that could load assets from the original game. It used the Windows GDI and native win32 APIs for everything. It was written in C. No classes, much less 'nodes' and 'scenes' and such. It used no code from other projects. I used available documentation and a hex editor to understand the different file formats. The first time you ran the game, it would extract the assets and convert them into something easier to read/write. The only limitation is that it did not have AI and none of the scenarios worked. You could absolutely load up any PUD, however, and move units around. If I would have added networking support, you could have battled it out, since the mechanics were in place.
I also had an MMORPG I was working on, but never finished. Client and Server cores were working great. The server was written in C++ (due to some COM components and other libs) and the client was C/OpenGL. I never finished it due to joining a startup and having no time to invest into it.
I also built a voxel engine in OpenGL. It was still in a very primitive state, however.
There were some other projects, some of which were sent to friends.
If I can find where these old projects are stored, I may open source them at some point. I also have non gaming projects I'd like to release, including a shareware project I made.