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Custom Game Engines?

Asked by 10 years ago

What are custom engines that you can make on Roblox? For example, Quenty has his open source Nevermore Engine and Rudimentality's gaming engine Tabby Framework has been used in a few open source games. I have also seen developers hint at their game uses a gaming engine they created or that they have updated their game engine. I know this sounds like a nooby question but I was just wondering if someone could explain in depth how you create one and what the purpose of one is?

NOTE: I realize I didn't post any code here but this is more of a generic question about scripting. Also I am not requesting someone create one, I am asking for an explanation.

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Answered by
BlueTaslem 18071 Moderation Voter Administrator Community Moderator Super Administrator
10 years ago

I made a relatively popular "Portal" game on ROBLOX.

It runs on what I would call a game engine (although it has much less functionality than most have)


In this game, I have written my own physics to support Portals. This involves things from boxes bumping into each other to the player being funneled towards portals when moving through the air.

Most of this could be picked up and reused to make another game that has nothing to do with portals, but still uses

  • Custom physics
  • Nice keyboard + pointing input
  • Camera manipulations
  • Picking objects up
  • On screen NPC narration
  • Level editor

etc


All of those things -- the capacity that I've built to use modules (that could be used in many different games) forms a game engine.

It's a collection of tools/scripts that power the core stuff of a game -- usually so that it doesn't have to be re-made for every title that you release.


There's no real reason to make a game engine. The goal is to save time and provide simple access points to sophisticated components of games.

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Answered by 10 years ago

It is to make making a game alot easier, by making a library of functions to call

So, this is dumbed down, but if I was making a game, I could do this:

(start (some sort of trigger)) (functions) (end)

What I'd do:

(functions that i can call) (start (some sort of trigger)) Some code, but LOADS Of the functions called from above, (No functions inside) (end)

Then, you can copy and paste those functions onto another game, and make that easier!

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