Game Engine Names

Started by Steve Elliott, September 17, 2017, 23:27:08

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Steve Elliott

As a Game Engine name, what would be your preference - initials or a name?  Does it matter?

XYZ Engine, or Zeus Engine for example.

When referencing in an OOP way, long engine names can be a pain - eg) awesomeEpicEngine::command.

Thoughts?
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Naughty Alien

..something short, agnostic, simple, with no meaning and doesn't get in a way ..

sphinx

I will name it as long as I see fit for publicity but in code will use initials!
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markcwm

My preference is a name, it's just easier to say or think. I agree, keep it short like 4-8 letters as you may end up typing it a lot. Also, don't call it something stupid. :P

Qube

In code it I would prefer it as short as possible, for emample AGE::  ( for AwsomeGameEngine )
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Until the next time.

xlsior

Names can be easier to remember, but the hard part is coming up with something catchy/memorable that isn't already copyrighted/trademarked by a bunch of large companies that aggressively go after violators.

(Trademarks have to be actively protected by their holders, or they'll lose them)

MikeHart

Finding a name that isn't taken is super difficult these days. You have more chances using a complete fictional name. And even then, do your checkings.

Insided code I would prefer a short version. Are you taking about name spaces for your engine?

Xaron

Actually it doesn't matter. If it's good, it will make its way no matter what the name is. Well ok, almost. Just don't use things like monkey. ;)

Steve Elliott

#8
Quote
I will name it as long as I see fit for publicity but in code will use initials!

Yeah, this is what I'm thinking too!   ;D

Quote
Finding a name that isn't taken is super difficult these days.

Got that one covered  ;)

Quote
Insided code I would prefer a short version. Are you taking about name spaces for your engine?

I'm talking about the scope resolution operator, and yes I've already decided to use 3 initials (for coding) scope resolution operator then command eg   SJE::setAlpha()

Quote
Also, don't call it something stupid. :P

What?  Like monkey? lol  ::)  No, nothing silly.

Thanks guys!  :D


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MikeHart

So you working on a C++ game engine?! Care to share more details?

Steve Elliott

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So you working on a C++ game engine?! Care to share more details?

Yes, it's currently powering my Gridfire game.  I feel writing a game using the engine is a good way to test it.

It's going to be a 2d game engine, at least initially.  There are plenty of engines out there, but they are total over-kill for 2d games and take a lot of hard disk space and resources.  I don't want to say too much at this stage, but will say more when I've completed my Gridfire demo game, and some more of the engine.
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MikeHart

Quote from: Steve Elliott on September 18, 2017, 10:06:40
Quote
So you working on a C++ game engine?! Care to share more details?

Yes, it's currently powering my Gridfire game.  I feel writing a game using the engine is a good way to test it.

Absolutely. That is always the best way of doing it. Good luck with it. This way you won't depend on middleware. But at least for sound I would use 3rd party libs.

Steve Elliott

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Xaron

I wish you max success Steve! Will it be freely available? Open source?

Steve Elliott

Thank you Xaron.  I haven't decided yet, it's early days...Maybe I'll put it into a language  ;)
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