F. A. Q.


Q: Why aren't there any demo or tutorial?

A: Quimere Engine's development hasn't finished yet. We have recently established the project infrastructure and a lot of time will pass before some graphics can be drawn on the screen (a graphics engine prototype is being developed right now). We invite you to take a look to the wiki to know where we are now and what are our plans.

Q: Who are the responsible for developing Quimera Engine?

A: We call ourselves Kinesis Team, we are a group of developers from different places of Spain with different experience, very similar interests, big willingness to work and a passion for videogames. You can read more information here.

Q: Do I need to install the DirectX 11 SDK or OpenGL 4.5 to use the engine?

A: Quimera Engine will implement its graphics interface on 2 APIs, DirectX 11 and Open GL 4.5, therefore it's not necessary if you have installed Open GL and your graphics device drivers support version 4.5.

The layer in charge of displaying graphics is not implemented yet.

Q: Can I develop videogames for XBox One or Play Station 4?

A: No. Currently only PC and Mac platforms are available.

Q: Can I develop videogames for Android, Windows Phone or iOS?

A: Currently only PC and Mac platforms and Windows, Linux and Mac OS X operative systems are available.

Q: Is Quimera Engine a videogame or videogame engine?

A: No, Quimera Engine is a generic videogame engine, this means, an API to build videogames on, whatever the type.

Q: Is Quimera Engine a graphics engine, like Ogre3D or Irrlitch?

A: No, Quimera Engine is not only a graphics engine, it also covers other scopes of a videogame like peripherals management, audio or telecommunications.

Q: Do I have to pay or obtain some kind for permission to use it?

A: Absolutely not, although the team would thank any notification about the people who uses our engine. For more information about the license, you can read here.

Q: Will C++11 be used in the development of the engine?

A: No until we realize that we need something only possible in the new standard.

Q: Why are not the DataTypes and Math classes optimized?

A: Lack of time. It was not possible to do it during the phase zero, so it was postponed for future phases of the project. The SIMD instructions that are commonly used must be studied in a more meticulous way in order to avoid portability problems. Besides, currently we have not got neither official measurement mechanisms for the project nor necessary tests defined. For the same reason, we decided not to inline any function or method yet.

Q: Why have you published the project if it is not finished yet?

A: There are several reasons for that. Every project needs to be known by the public in general, what does not happen from one day to the next. Making it known in such early phases helps, firstly, to find collaborators that are interested in participating and, secondly, it allows us to obtain final user's feedback. It would be ideal that the features of the engine were based on the opinion and necessities of who is going to utilize them and that this engine grew in the more natural direction possible.



Q: What's the purpose of the project? Why should I contribute?

A: You can get informed here.

Q: I want to collaborate. How do I start?

A: You can get informed here.

Q: What knowledge is required to collaborate?

A: You can get informed here.

Q: Do I need to install Windows 7 in order to collaborate on the project?

A: Since we are not developing the graphics layer yet, you won't need to use DirectX 11, so it's not necessary. Even if we were working on it, you could dedicate your effort to other engine components.

Q: What do the project developers earn?

A: You can get informed here.

Q: What tools do I need to collaborate?

A: All the information you need is in this section.

Q: How is the work managed?

A: New collaborators, in general, are restricted in what task they can choose since they don't have experience and don't know the code, the architecture or the design conventions; they are assigned to tasks depending on their ability until they feel enough agile. When certain amount of experience is reached, all the tasks that has no name yet and appear as "New" in the development tracker can be chosen, following the priority order. You can see the tracker here. You can also use more complex filters from this link.

Q: What's the working methodology?

A: You can read all the information you need in this section.

Q: Who makes the decisions?

A: Mainly, decisions related to design, priorities, technical details or organization are made by the project manager (Thund), for now. This doesn't mean that the participation in the project is limited to seeing a list of tasks and execute them without questions, every member can ask questions, propose, advice or correct every decision. Even more, it's desirable, the opposite would doom the project to failure. Communication and ideas sharing are vital to obtain a more realistic and less prone to errors product.

Q: What does the team use for communicating?

A: Communication is done by the project's private forum mainly and by email (GMail). Skype is used for meetings.

Q: How often does the team meet?

Normally, we meet when a milestone is reached or when there is something important to explain or to share with the whole team. The periodicity is not fixed.

Q: Is the entire engine already planned and defined?

A: Its shape is defined, but not its details. We know where we want to go, what functionality we will offer in general, but we don't know neither what classes will exist, nor all the technologies we will need, nor how the physical architecture of the project is going to be, for example. The way we progress consists of designing only one step in advance, developing a little at a time and solving problems just before we run into them. Due to our production capacity, we can't aspire to dedicate more time to design and research. Besides, planning everything is an error, a lie, every design is prone to be changed, and it will change. It's not possible to guess everything, one has to be realistic and admit it. Therefore, why to dedicate such a exorbitant time and effort? Nevertheless, there are general diagrams available for all the collaborators in the wiki.

Q: How much time will the development of Quimera Engine 1.0 take?

A: It's vaguely estimated at about a period of 4 years and a half. Due to the very uncertain nature of the project, it's very hard to set a date.