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Inner Circle Update for March 9 2017!

🕑 Added 2017-03-09 23:23:37 +0000 UTC

Comments

AltairPL

For some reason, my first reply isn't visible, so here it is again... just in case. New engine is not TK's baby, it's mine :P. Yes, it is risky, but we believe it's actually worth the risk. New engine is based on SDL library which was used to make a lot of games, so it's already battle-tested. SDL_gpu extension to SDL is not so popular and has its issues, but nothing I couldn't overcome in a relatively short period of time, so it looks good here as well. The only existing product we can compare new engine to is the RPG Maker, which is currently used for MATM. As stated before, we don't want to code everything from scratch, and compatibility of new engine with RPG Maker structure is a priority. If you read the IC update from March 17th and the one which will be posted today or tomorrow, you'll see that the work on engine progresses very well. Do note, that we're not aiming for 100% compliance - we don't use and won't use a lot of things from RPG Maker and some things will be very hard or impossible to port, at least for a noob C programmer such as me ;). New engine is hardware accelerated and use mainly GPU and VRAM for all the rendering, which frees CPU for other tasks - speed of the new engine is already much higher than RPG Maker - depending on situation, even 100 times higher FPS! As for bugs, I am a C noob, so I'm sure I already made some stupid mistakes, and I'm sure I will make more in the future, but the good thing about having our own engine is that we'll be able to fix/patch them without the need to rely on someone else. RPG Maker doesn't really have a good record when it comes to bugs. Ruby code is not only less then optimal, but also there's a lot of bugs in it... I would call some of them severe, and the sad part is that some of those bugs are in RPG Maker engine since RPG Maker XP. While testing my implementation of the RPG Maker Ruby classes I've also noticed that their C programming is lacking as well, but I really don't want to go into details of this. Anyway, new engine looks really promising and we hope for the best :D.

lolred

TK's initiative to write a game engine seems risky to me... You can blow a lot of time, effort and money just getting your work up to feature parity with existing products, and even then your baby is still slower and buggier than the (somewhat battle-tested) libraries out there. (I'm sadly speaking from experience.)


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