I do not have any experience in game engine development. But I once did some research on it and gave up because it seemed to be a tremendous task to handle with limited resources and time.
From your post, it seems the best strategy would be to go through some game engine development process documentations and case studies and follow their footsteps. If you did your homework, you already know that building a standard game engine is no spare time job for a lone programmer. You will need a dedicated and enthusiastic team of developers and state of the art hardwares.
As this article points out at:
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http://www.gamasutra.com/features/20001 ... l_pfv.htm]
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You've developed an object viewer, a Quake-level viewer, a radiosity renderer and a patch tessellator. You know 3D math, OpenGL and the 3DS file format by heart. Now you want to go further -- you want to use this knowledge to develop an entire engine.
Does this seem like a large task for you? Well let me tell you, it is. Anyone who has developed a complete game will agree with me. Many people give up or start over along the way. But there are a number of things you can do that will increase your chances of reaching your goal.
The process to develop a game engine would be as followed:
Rendering engine
Audio engine
Networking engine
Scripting system
Tools programming
AI engine
Physics engine
Perhaps, all the links to required resources can be found here:
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http://www.cyberloonies.com/]
The site looks clumsy but the links are good.
As I said, you should read some real documentation of the engine development process. Here are some open source game engines that you can check out to know how it goes.
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Wild Tangent
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]WildTangent - Corporate
The WildTangent Web Driver platform enables the creation of visually-rich, immersive, Internet-delivered games with advanced features and game play not found anywhere else online.
Genesis 3D
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http://www.genesis3d.com/faq.php]
Genesis3D is a real-time 3D rendering environment for all of your real-time 3D needs. With a large online community, free online forums, and many links to Genesis3D developers, you will find all the support and tools that you need to begin developing world-class, real-time 3D applications.
DarkBasic Professional
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http://darkbasicpro.thegamecreators.com/]
DarkBASIC Professional is the most advanced games development package built on the BASIC language currently available.
Macromedia Flash MX, and/or Macromedia Director MX
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http://www.macromedia.com/software] Use Macromedia Flash if you want to create rich content, user interfaces, and web applications that can be immediately deployed across all web browsers and devices. Use Director if you want to create rich content that includes real-time content that can be deployed to the web, and on kiosks and CDs, by using the Macromedia Shockwave Player.
Torque
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]PlanetTribes - A Member of the GameSpy Network
The Torque Game Engine is the engine that powers Tribes 2 developed by Dynamix. It is a full featured AAA title engine with the latest in scripting, geometry, particle effects, animation and texturing, as well as award winning multi-player networking code.
Quake II and/or Quake II.Net
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http://www.idsoftware.com/business/home/techdownloads/]
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http://www.vertigosoftware.com/Quake2.htm]
Id Software makes the Quake source code available from their site. QuakeII.NET is a port of the Quake II game engine to native and managed C++ under Microsoft Visual Studio .NET 2003. The code has also been extended to allow the display of radar of items in the Quake world.
BASS Sound System
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http://www.un4seen.com/]
BASS is a sound system for use in Windows software. It's purpose is to provide developers with a set of powerful yet easy to use sample, stream, MOD music, MO3 music, audio CD and recording functions.
Read the Game Engine Anatomy here:
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http://www.extremetech.com/article2/0,1558,594,00.asp]