This is meant mainly for people that have experience in writing or modding game engines. Please refrain from suggesting that a current one be used. This is specifically regarding the development of one.
To simplify this, let's only consider the following scenerio:
Type: Supports 2D games, not 3D.
Platforms: Windows, Linux, or Mac. Only one. Any one.
Possible Language: C, C++, Java, or Asm (or a combination). This is open.
Networking support: Dedicated Server and Client.
Now here are the questions.
- What would be the worst pitfall that you think one could fall into if he or she were developing a game engine from scratch that fit the above criteria?
- What is the best way to avoid this pitfall?
- What is the number one thing to think of when developing a game engine that fits the above criteria? For example, speed of operation? Solid memory management? etc. etc..
Curious to see the responses this generates.



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). A game like Super Spike V'Ball is also incredibly similar, but less complicated since the area of play, the actors, and game type, are more limited than either of the two previously mentioned games. This is also similar to Asteroids and other 2D games I could rattle off. An engine could be very well capable of running all of these types of games, depending on how the map/stage/level and game type allow. Is it a bad idea to aim to have the engine capable of satisfying all of these kinds of things, or would you agree that this is entirely possible and a sensible goal to attempt to allow for all of these things? I think what I'm thinking is along your idea of a dynamic memory manager. What I'm considering is having the type of game and the map/level/stage determine how the game itself is loaded, managed, and actually dealt with. Thus the core of the engine wouldn't even really care what the game is actually doing or how its being managed since the actual work would be done later on down the chain.

