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How are big games made in c++ or c#?
People who know c++ or c# well, tell me how large projects are created in these languages, such as battlefield. I'm just curious to know. I know that there are engines like unity, but I also heard about some self-written engines. How is it actually created. I don’t know anything about this at all. I only do web.
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For AAA projects, a "self-written" engine - this usually means that it was created by a dedicated development team, is used only inside the projects of this publisher and is not given outside. A striking example is the Infinity Ward Engine, various versions of which have been dragging the Call of Duty series for the second decade. Or, say, the Diablo 3 engine.
And so - well, you can imagine that the engine ensures that "objects" collide, breasts and hair sway, network messages are transmitted, but it's up to those dozens of studio programmers to assemble Battlefield from all this - developer.
(Yes, the de facto programming standard for AAA projects is, of course, C++, for the sake of portability and performance. But for scripts and tools, a bunch of different C# / Lua / Python is used, etc. etc.)
PS By the way, I remembered an example of an interesting game on a self-written C# engine - Bastion.
Like, it's simple.
1) Take the Talmud of the features of nvidia cards and the same amd.
2) Take the Talmud of the features of Windows \ Linux \ Macos.
3) Learn matan, geometry and everything related.
4) Learn and master c\c++ at a very good level, it's even better to be one of the best.
5) Then op and move ready just like ue4, ce, unity or frostbyte.
For 3D games, especially network ones, writing your own motion is now almost unrealistic (just at the level that it will work fine for everyone, be comfortable and look beautiful). This is done by huge teams of specialists in all areas and more than 10 years of daily work.
The engines themselves are internally arranged in approximately the same way and something like this:
-network subsystem -graphics
subsystem
-sound subsystem -script subsystem
\game logic\api
-multi-threading system to higher subsystems if the developers have mastered this -all of the
above is sprinkled with a titanic layer of hacks and optimizations.
In addition to this:
- map
editor - utilities for import / export of all game data, i.e.
models\sounds\ textures \shaders\materials
- a dedicated server based, as a rule, on the lion's share of the common code base
at the beginning =)
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