Insights into the old Engine

In my previous post I talked about the game engine that I developed. In this post I will show you some of the different things that were created. 

To begin with it is worth noting that this engine had no actual front end to it, there was no OpenGL or DirectX renderer or even a front end GUI. It was headless and the main work was on the server side. But it was developed in a way so that it could be integrated directly into any other application, or have a GUI bolted on at a later date. With that in mind I integrated it directly into Cinema 4D and used its UI and viewport as the Game Engine viewport and editor.

What follows are some gifs I made to show some of the things that the engine was able to do. These were all just tests.

Selecting Your Next Game Engine

An article from 2009

Before you can select your game engine you need to make a few choices. Who is your target audience? Is it PC, PS3, iPhones or anyone with a webbrowser? Then you will need to start looking for technology that you can use to develop for that platform. This may give you a number of different solutions to choose from, after which you then pick one that best suits your needs based on your skill set and requirements.

Asset Manager and Social Networking for Cinema 4D

For those of you who have read the article How to create a Platform as a Service you will have already seen some of this information already.

For a bit of background, back in 2006, after working on a couple of asset management systems, I decided to start writing one of my own. But not content with just creating an Asset Management System I decided to look into creating an entire platform that would allow you to create any kind of service that you wanted and easily allow users to connect to them. A brief outline of this system is covered in the post How to create a Platform as a Service.