View Full Version : How to Develop a 3D game from scratch.
Insyted
05-16-2006, 07:36 AM
Hello. I am new here. Please forgive me if this subject has already been discussed.
I am excited about 3D Game development. I am a beginner with some experience in software and web scripting. I have a great deal of experience in 3D design. I would like to use my talents to create interactive 3D designs. (3D Games.)
I think the market is wide open for newcomers. I am impressed with how CryTek, a startup company managed to release a game more advanced than what most leading companies were releasing.
My first question is, what are the best programs out there to create a 3D a game from scratch? What was used to make FarCry?
I have the full versions of all the latest E-Frontier titles.
Vue, Shade, and Poser.
kusma
05-16-2006, 07:42 AM
I think the "from scratch"-part is a bit overrated, you almost allways will have to build your game on some pre-existing components. One question is what those components are. As you are a beginner, I would really recommend using a pre-existing engine to begin with. Aiming as high as FarCry is most likely overshooting it by quite a bit. I'm quite sure most FarCry developers had experience in the field.
Ed Mack
05-16-2006, 09:52 AM
The basic tools of the trade are a language (Python, C++, C# ect.), a compiler and ide for that language, and libraries. Libraries may be an entire
engine (like Irrlicht), part of an engine (Ogre3d for graphics) or just little things (like OpenGL for sending commands to the graphics card).
From scratch is pointless: http://www.devmaster.net/wiki/Starting_a_project#From_the_ground_up
Anyway, you cannot escape building upon others work unless you build your computer, operating system and its APIs. Just give in to productivity and use libraries for everything you can.
These may be helpful:
http://www.devmaster.net/wiki/Languages_suitable_for_writing_games_with
http://www.devmaster.net/wiki/Development_setups
Insyted
05-16-2006, 11:19 AM
Thanks.
Is there any simple 3D games in C++ with all the code and libraries available for me to look at and manipulate so that I can learn to make my first basic game?
I would like to start with creating a small 3D object that can float around in a small 3D environment using my keyboard to control it. The object would be in the shape of a pyramid. With the apex pointing towards the forward direction of movement.
In 3D space, the apex will point in the direction of the positive Y-Axis. The view will be in third person with the camera situated directly behind the pyramid. Therefore, in 3D space, the user is always facing the positive Y-Axis.
The left and right arrows on the keyboard will allow the user to rotate the pyramid on the Z-Axis. The up and down arrows will allow the user to rotate the pyramid on the X-Axis. The camera view would rotate exactly as the pyramid rotates. The user always has the same perspective of the pyramid.
There will be no rotation capability on the Y-Axis.
There will be no strafe capabilities along the X-Axis or along the Z-Axis.
There will be no reverse motion capability.
The speed would be a constant value that the user cannot manipulate.
The user would activate movement by holding down the spacebar, and deactivate movement by releasing the spacebar.
The object will be an inch in length/width/height in a 12ftX12ftX21ft enclosed room. The floor, ceiling, and each wall will be checkered textures of all different colors. There will be no gravity or any other applicable physics.
The light source will be just behind the view. Thereby, everything in the view will be well lit.
There will be no distance limitation in visibility.
Reedbeta
05-16-2006, 11:23 AM
Sounds like you've got it all planned out ;)
Now, just get yourself a good C/C++ compiler, look up the tutorials on http://nehe.gamedev.net/ , and start coding :yes:
http://www.realmcrafter.com
Really great 3D game engine, if you don't want to make it from scratch :P
You might find these (http://www.gamedev.net/reference/programming/features/enginuity1/) articles interesting...
Ed Mack
05-17-2006, 12:56 PM
I've read and implimented a lot of the Enginuity series, and I don't really think it was that good. The whole thing seemed a bit overcomplicated, and the the excess code didn't add any worthwhile features.
Perhaps you could suggest which parts are not so important and/or anything that you feel ought to have been included?
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