Game Engines & The Environment
#1
Posted 02 February 2008 - 11:17 PM
#2
Posted 02 February 2008 - 11:26 PM
Garfinkel said:
I am not an expert in this subject, but from my understanding it requires more programming skills rather than the perfect engine. You also have to consider the optimization part, because you don't want the game to do this: *someone speaking* Hello *3 second pause* what is *5 second pause* your name *2 second pause*. So be careful with that feature list because you might want be sure you are able to make it run smoothly!
#3
Posted 02 February 2008 - 11:29 PM
Also can someone explain the each type of ai system i understand scripted. I have been reading up on C++ but what are these other ones. If i understand correctly path finding is where the creature heads to a predetermined locations like a patrol
Pathfinding | Decision Making | Finite State Machines | Scripted | Neural Networks
#4
Posted 03 February 2008 - 12:10 AM
P.S. Here is the link
#5
Posted 03 February 2008 - 12:56 AM
#6
Posted 03 February 2008 - 02:13 AM
Garfinkel said:
//Hello World Program
#include <iostream>
using namespace std;
int main()
{
cout << "Hello World!" << endl;
return 0;
}
It will not be exact because each compiler wants something a little bit different. Another good tip is to learn your compiler, I am a Visual C++ 2008 Express Edition fan, mainly because it is free from Microsoft. Then look through the explaination parts and see which one you understand the best. I might then purchase, after being done through Arrays, Pointer, and Classes a good C++ Game programming book. Don't go direct for the whole 3D over the top game. It is going to seem like you will be doing a lot of nothing (I speak from experience, I am currently going through this stage. ;~) ) Start with Tic-Tac-Toe or Pong and work your way up.If you are going after an MMO you might want to look into getting a team going, even if it means a net team. There is an article for this in this link. But with the intense graphical output and realistic physics, you might want to change that from a MMO to a MO (I.E. 10-20 people each server Max!) That woud prevent alot of lag thus making your game more popular.
#7
Posted 03 February 2008 - 09:21 AM
#8
Posted 03 February 2008 - 06:27 PM
#9
Posted 03 February 2008 - 06:31 PM
#10
Posted 03 February 2008 - 06:44 PM
#11
Posted 03 February 2008 - 10:25 PM
#12
Posted 05 February 2008 - 09:37 PM
It must be fun and fast for people to like it. Look a Startcraft, it's not the greatest graphics but some people still play it today coz it's fun
#13
Posted 06 February 2008 - 03:54 PM
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Currently working on: the 3D engine for Tomb Raider.
#14
Posted 06 February 2008 - 08:09 PM
But back on making an enviroment, I think he was asking what engines can generate realistic enviroments, because although your statement is true, some are just better at making 3D objects that look real along with good physics. But you probably know better than I do so correct me if I am wrong.
#15
Posted 06 February 2008 - 08:25 PM
Quote
You have to use a lot of artistic cheats even with today's hardware. For instance, bump mapping is an artistic way for a model to look much more complex and yet still get a very good frame rate. There really isn't that much difference in engines, they all either use opengl or directX. Some can manage to occlude more, and use LOD. But, it's getting past what an individual can do without going out and buying a million models or hiring a lot of people, at least for the infinite world type games. It's something like someone getting his camcorder out and telling everyone he wants to make the next version of Star Wars. You can do some great things with a camcorder, just go to youtube, but get a grasp on reality first.
#16
Posted 07 February 2008 - 10:32 AM
fireside said:
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Currently working on: the 3D engine for Tomb Raider.
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