My summer break starts in a week so I’ve decided to start a summer programming project. My goal is to create a playable prototype for a 3d game. I’ve programmed simple games for school in java and c++, but never anything 3D or complex. This will be a learning experience.
The prototype I’d like to create is a 3d Pokémon battle game. I loved the Pokémon series, but in gaming I’m not a fan of turn-based or 2d gameplay. You choose the starter Pokémon you want from the menu and then the battle starts. The environment would be just a simple flat arena. Attacks are programmed in (attacks like flamethrower may need a particle system or something). The Pokémon fight until one’s HP goes to zero and then it’s over. I’d also need to program an AI for the opponent. Once the prototype was fleshed out, I’d add networking where you could play a 2nd player.
The problem is I’m not sure what to use to create it. I’d like to do as much myself as possible, so I kind of shy away from using engines, but I’m wondering if it is necessary. I have the resources (models, sound, etc) but I would need to handle rendering, animations, scripting, and such. Is it feasible to create my own 3d rendering with everything I would need (animation, particles, etc) or use OpenGL/Direct3D instead of using a commercial engine (like UDK)?
Is an engine necessary for 3D games?
Started by devingprice, Apr 21 2012 11:24 PM
4 replies to this topic
#1
Posted 21 April 2012 - 11:24 PM
#2
Posted 22 April 2012 - 02:09 AM
It is certainly possible to do that with OpenGL.
Theoretically, you could code it all by yourself. It'd be a lot of work. OpenGL should satisfy your needs well enough, though.
Good luck.
Theoretically, you could code it all by yourself. It'd be a lot of work. OpenGL should satisfy your needs well enough, though.
Good luck.
#3
Posted 22 April 2012 - 02:10 AM
If you want to code everything yourself using 3D APIs directly, it will likely take you the whole summer just to get an animated character walking around on screen. A fighting game with particle systems, AI and complex animations is too much to do in that time frame, when starting completely from scratch. If you want to build the engine yourself, that's fine and can be quite rewarding - just be aware that you'll spend so much time on "basic" game engine technology that you won't have much or any time to build an actual game.
If the game itself is more interesting to you than the ins and outs of render targets, vertex buffers, input handling, sound mixing and so on, then I'd advise using an engine, of which there are plenty that have a free version.
If the game itself is more interesting to you than the ins and outs of render targets, vertex buffers, input handling, sound mixing and so on, then I'd advise using an engine, of which there are plenty that have a free version.
reedbeta.com - developer blog, OpenGL demos, and other projects
#4
Posted 22 April 2012 - 11:34 AM
devingprice said:
The problem is I’m not sure what to use to create it. I’d like to do as much myself as possible
http://www.nutty.ca - Being a nut has its advantages.
#5
Posted 01 May 2012 - 08:50 PM
How long is your summer? But, I'll pre-judge and go with "No."
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.
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