A game from the beggining
#3 Staff - Reputation: 8914
Posted 06 April 2012 - 10:36 PM
That being said, if you do really want to jump straight into that sort of project, you should look at an option such as Unity3d, which will potentially allow you to tackle that sort of project in only a couple of weeks. Unity provides a capable 3d engine, an excellent editor environment, and allows you to create games by importing your assets, setting things up in the editor, and writing code for any custom functionality in a simpler scripting language called UnityScript (similar to JavaScript), C#, or Boo (similar to Python). The official documentation is excellent, there are a number of written and video tutorials to help you get started, and they have an active and helpful community to help you work through any difficulties.
If you don't want to use Unity (or a similar package) you'll need to choose a programming language and start learning how to program; most likely starting with smaller practice programs and working your way up towards a 3d game. It takes time and effort to learn how to program games, and you (usually) won't simply find a guide that walks you through the entire process.
I'd highly recommend Unity3d, UDK (uses "UnrealScript"), or a similar package.
Does that help at all?
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#4 Members - Reputation: 191
Posted 07 April 2012 - 02:53 AM
#5 Members - Reputation: 903
Posted 07 April 2012 - 03:44 AM
I don't know what you mean with "the logic of creating 3d models". Just create the model with a 3d Modeling Software like Blender and import it via your Graphic-Api.
If you want to learn about the Game-Logic itself, you should just start to create small games to gain more experiences.
#7 Members - Reputation: 903
Posted 07 April 2012 - 08:27 AM
I know, it's not entirely correct but you should be able to look it up on your own.
Use either OpenGL or Direct3D(DirectX)(or XNA if you go for C#). It doesn't matter which one.
There are dozens of tutorials and sources available on google.
For directx, you should try rasterteks tutorial or the directx SDK Samples.
#11 Members - Reputation: 517
Posted 07 April 2012 - 10:24 AM
You don't know OpenGl or DirectX? You should know at least 1 graphic-Api or things will be complicated.
I don't know what you mean with "the logic of creating 3d models". Just create the model with a 3d Modeling Software like Blender and import it via your Graphic-Api.
If you want to learn about the Game-Logic itself, you should just start to create small games to gain more experiences.
I kinda disagree with this. You can learn those if you're trying to get a more in depth understanding of how things work, but if your goal is to get up and running as fast as possible, something like Unity would be best. If you grab it before tomorrow, you can get the Android and IOS versions for free (they have a sale going on right now).
#14 Crossbones+ - Reputation: 1448
Posted 07 April 2012 - 10:58 AM
so this is right?
Hmm cool. So if i have a human body and i want to make it walk, i can do this using opengl etc right?
yes, and no. you use openGL or DirectX to render a scene. so, let's pretend you are only using c++, and openGL, no other engines. if you have a human body, you first select a format you want to load it in as, does this format support animation, skeletal, or geometry animation?, how is the data stored, how do you store the data once loaded. do you use the fixed pipeline, or write shader's. do you do the animation on the gpu, or on the cpu?, once you've loaded the data, now you need to draw it. so you need to understand matrix's, projection matrix's, and how to efficiently render your model.
If you want to make a game, use unity, or something similar. writing a 3D game with only openGL/DirectX require ALOT of knowledge of mathmatic's such as matrix's. possibly even quaternions, triginometry, and such. you need to understand textures, lighting, framebuffers, etc. it takes alot of time to fully understand an graphics api, to understand how to use shaders efficiently, how to animate characters, their is no magic functions to load, and animate with openGL/DirectX, they are the closest you can get to communicating with the hardware these days.






