Hi,
I know object-oriented programming (not an expert) with C++, and I have some 3d modeling experience using 3ds max. I have also installed crystal space game engine at the past and went through the tutorials.
Now I want to develop a game for educational reasons, using a 3d game engine that is based on C++ and OPENGL and supports NETWORKING SYSTEM (preferably Client-Server).
Can you suggest me :
1- Where to start?
2- Which engine is easy to learn/use
(2b- OS and ide ??? skip this if you want....)
3- Any suggestions for type of game?
4- Any other advice?
Thanks
Starting 3d games development
Started by nzervu, Oct 17 2008 11:38 AM
8 replies to this topic
#1
Posted 17 October 2008 - 11:38 AM
#2
Posted 17 October 2008 - 12:38 PM
SDL is based on C, supports keyboard, supports 3d with opengl and other stuff. And is easy enough to use (at least easier than DirectX). SDL_net is for network support, SDL_mixer is for sounds and so on. If you use SDL, you can port your game to multiple operating systems.
http://www.libsdl.org/
http://www.libsdl.org/tutorials.php
If using Windows, you could use Dev-C++ as an IDE, it is based on GCC/G++.
http://www.libsdl.org/
http://www.libsdl.org/tutorials.php
If using Windows, you could use Dev-C++ as an IDE, it is based on GCC/G++.
#3
Posted 17 October 2008 - 03:52 PM
thank you for the reply.
I checked SDL and seams nice for me!
I just hope its easy to learn..
What about 3d game engines?
Should I avoid them for some reason?
I checked SDL and seams nice for me!
I just hope its easy to learn..
What about 3d game engines?
Should I avoid them for some reason?
#4
Posted 17 October 2008 - 04:13 PM
nzervu said:
What about 3d game engines?
Should I avoid them for some reason?
Should I avoid them for some reason?
I won't go into the whole debate on writing vs using engines or anything, but there are 2 universal truths as far as 3D development goes:
- it will take you just as long to write your own engine as it will be to use an existing one effectivley and efficiently. Playing around and putting a character on screen, engine is faster, creating a polished and playable game, takes about the same time for both methods. Engines only help after you've already used them once to make a game.
- you will understand and learn any engine much faster if you have already written on yourself. Knowing how the internals work is absolute key to using it and solving its problems (and trust me, there are plenty in all of them, even Unreal).
So I guess what I'm trying to say is, make a few 2D games first, then write your own small 3D engine with DirectX and OpenGL, and THEN start thinking about using an engine. It will save you a lot of time in the long run.
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#5
Posted 17 October 2008 - 06:50 PM
I think you can get up and flying a lot faster with an engine. It may work for Starstutter but I don't think it's for everyone. I know someone writing a game in opengl and he says he wishes he would have used an engine instead. He's been years at it and it's not that far and he's not using skeletal models or anything. It takes a lot with modeling, design, etc, so every bit you can save helps. The ratings on this site are as good a way as any because everyone will tell you their engine is the best but it's probably also the only one they've used. I do agree with the 2d part. Start small and expect to spend forever amount of time.l
Currently using Blender 2.5, FlashPunk, and Unity.
#6
Posted 17 October 2008 - 07:26 PM
Are there any suggestions on which engines are easy to learn and work with, so that i can check them out?
However, SDL seams to have great extensibility and enough documentation.
However, SDL seams to have great extensibility and enough documentation.
#7
Posted 17 October 2008 - 07:29 PM
nzervu said:
1- Where to start?
At the beginning?
What you want to do is create the broad and deep knowledge you'll need for game development. You'll want to find books and materials online to start giving you an idea of all the issues and
nzervu said:
2- Which engine is easy to learn/use
None. Pick your poison. Don't build it yourself. That's not poison, that Purgatory...
2D: SDL, SFML, PTK, Haaf's, Allegro, PyGame, etc, etc, etc
3D: Panda3D, OGRE, Irrlicht, NeoAxis, etc, etc, etc
The above are the most-often recommended ones.
nzervu said:
(2b- OS and ide ??? skip this if you want....)
You'll probably want to target Windows, and use Visual Studio to start. When you feel like they are a second-hand, then you can broaden into Linux and/or alternate IDEs. The main reason is practicality: if you live in the broadest community, you'll more easily find help. You'll also have more possible users.
Don't get me wrong, I love Linux. I started a Linux game development site a few years ago. But, it's a harder road to start with.
As for IDEs, you can get a good, free C++ IDE from MS. Yeah, you're playing with the Devil, but as long as you are aware of it, it is a little more palatable.
nzervu said:
3- Any suggestions for type of game?
Whatever you like. For starters, copy boardgames, card games, old arcade games you like...
nzervu said:
4- Any other advice?
Read through the backlog of posts and other materials for noobs in this site and gamedev.net.
#8
Posted 17 October 2008 - 09:06 PM
fireside said:
I think you can get up and flying a lot faster with an engine. It may work for Starstutter but I don't think it's for everyone.
Idk, I was really tired this morning and I think I kind of skewed the message I was trying to say -_-*zzz
I guess my main message was that you should have a thourough understanding of the core technology behind an engine before you can effectivley use it. To me writing a small 3D engine would help with that massivley.
I personally have my sights set more on engine and game technology development rather than games themselves, so I'm taking the long hard route of writing something next-gen, and the learning experience (learning being the key word) is taking me a very long time.
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#9
Posted 17 October 2008 - 10:33 PM
Quote
Are there any suggestions on which engines are easy to learn and work with, so that i can check them out?
My own opinion is to stay with open source engines or at least free engines. You'll hear a lot of people tell you about the latest engines and some of them aren't that expensive, but you end up paying for upgrades etc and also getting stuck with it because of the investment. Mostly engines provide you with a scene graph, a model loader, an animation system, things like that, so the commercial engines really aren't giving you a lot more than the open source ones do. Crystal Space, although a nice engine, is pretty hard to learn. Ogre or Irrlicht are a little easier to learn but you'll need to add some libraries because they are only graphics engines. Horde3d looks really interesting but I haven't used it at all.
Quote
I guess my main message was that you should have a thourough understanding of the core technology behind an engine before you can effectivley use it. To me writing a small 3D engine would help with that massivley.
I think it does help. I went through some of NeHe's opengl tutorials and it did help, even though I wouldn't really want to write much of a game with it except a very small one.
Currently using Blender 2.5, FlashPunk, and Unity.
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