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Frequently asked questions for Engineer's Toolset. Be in trend of Crypto markets, cryptocurrencies price and charts and other Blockchain digital things! May 10, 2020 Re: Engineer's Toolset and Engineer's Toolset for Web jxchappell May 10, 2020 3: 05 PM ( in response to jeffreyc ) The Desktop toolset includes many more tools than the web client. Engineer's Toolset (Toolset) 10.9, 10.9.

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Remove & Uninstall SolarWinds Engineers Toolset 10.4

As an amateur, how did you take the step from "learning" a game engine/toolset to actually creating something for yourself?

I've been trying to get into gamedev as a hobby lately, however I've found that I've kind of got this paralysis about taking the step from learning to doing. I'll pick up an engine that seems nice, for instance Godot is what I'm doing right now, and I'll try to learn about it: read the documentation, watch some tutorials, do some follow along projects, etc. to get the basics. But before I actually get to the point of just creating something I end up feeling like I'm still missing some crucial step of knowledge and seeking out more information: I don't know how to do pixel art so instead of getting free assets I should learn tool for that, oh I'll need music eventually so I should learn how to create that for games, oh I don't know how to do x y z in this engine yet so I'll look up a tutorial series on that, etc. The result is that I never end up applying any of this knowledge and just get burned out by learning things and hoping that an idea will just come to me in the process.
So how did you guys get started actually creating something for yourself, even if it was just some silly little personal project?
submitted by Bladethegreat to gamedev

Updating the development toolset

Ok i know another engine post from me but the title was complicated for some and also i made a poor effort in OP in getting my point across I think this is worth posting in a new thread to provide links and data so you can see for yourself how advanced the toolset is and how far it has evolved and the complexity of the toolset
First of all i will state I am not a programmer and do not claim to have any concrete knowledge of game architecture.
I have been looking into the roots of the cod engine (quake 3 id3 engine) and have found it very interesting.
Review of quake 3 source code:
Quake 3 sourcecode:
As you can see the engine is extremely modular with a static AI and rendering library and the executable utilised 3 virtual machines all driven by an event component.
The proportion of 30% of the codebase being dedicated to tools
The engine/toolset also seems way ahead of its time
General info on Implementation of language, interpreter, compiler , VM (not directly COD engine related but still interesting):
Like i said above I am not a programmer but in my opinion where we are up to (B03) is a million miles away from the quake engine codewise because of the changes in tech requiring the editors, compilers, VM's, modules and library's to be replaced or rebuilt, but it seems in my untrained opinion some of the flow of the toolset has its roots in the quake engine and maybe some of the bytecode and event syntax(ie Labels for opcodes and scripting language) has not changed that much as its something that just needs adding to not altering as this would just break compatibilty with other components for no performance or feature gain.
Also it seems a real foundation piece of software is the editor radiant and compiler which must and is IMO constantly updated.
Quote from BO3 multiplayer director Dan Bunting
"People used to talk about game engines as if it was a singular product that the game’s built on. But engines are really collections of tech that have some very basic, fundamental architecture to them". He does concede that, "the core architecture of the game is still based on the technologies that it’s been built off of," but makes it clear that: "most engines in the game industry, for large scale games, have all come from a lineage back to an earlier game engine".
"So, in COD's case while there might be a few lines of Quake code floating around in there somewhere, it's unlikely. The engine's been revised and updated for each instalment, building on original tech and adding new features"
So you can see from the modular architecture of the roots of id3 how the cod engine has evolved and how it has always been updated
It is possible that the audio engine has been made in to a separate module too as this would make sense as a totally new reverb engine had been added for BO3
As for AI you can tell by playing anything from BO onwards that this has been overhauled and devs reported the module had been completely rebuilt for BO3 and i have no complaints with that AI.
Im hoping people will read this so we can move away from the topic of its a old engine it needs a new one.
I personally think cod has always struck a good balance of overall performance but some disagree and you entitled to you opinion, just try to make constructive grounded criticism and not just say it looks trash because its an old engine.
TL:DR Sorry there isnt one I am not very well educated but it has not taken me long to write this so it should not take long to read it
submitted by Graphitesix to Infinitewarfare

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