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Dwarf King

Member Since 08 Jun 2010
Offline Last Active Today, 03:47 AM

#5109507 Your favorite Game Engine

Posted by Dwarf King on 15 November 2013 - 11:03 AM

Torque 3D, open source, free and a heck of a great community with all kind of tricks and techniques. I also love TorqueScript's C like syntax. The Graphic is awesome as well. Also new things and features through add ons and new releases of new versions are popping up all the time(free as well as commercial). I also find the source code access very comfortable as I can change/add stuff(simple things such as physics and player data) from time to time. 

 

Also the engine just saw the version 3.5 release. 

 

What can I say, I am madly in love with Torque 3D MIT technology. 




#5095840 Open world 3D game without a specific game engine

Posted by Dwarf King on 21 September 2013 - 07:26 PM

Fir the word you just used are unacceptable.

 

Also the OP got his answers. He is satisfied with the advices he got. Lay down the arms(and bad language).

 

Be friendly and civilized, please.




#5095761 Open world 3D game without a specific game engine

Posted by Dwarf King on 21 September 2013 - 09:32 AM


I do not know too much of these open-source game engines, but from what I see in terms of rendering quality they are not that great.

 

Ogre3D is awesome. It is a very good rendering engine. Check out the demo on the website I linked. Torque 3D is also very good looking(especially with advanced lighting on). 

 

 

 


In order to be able to modify it to do what you want, you still need an understanding on how the basic stuff work under the hood, right? So, is it better for me to write small games without an existing game engine just to learn the necessary skills to use a better one in the future? Or, I could just try and use it without doing that?

 

 

Yes you need to know 3D math and be good at programming. You should start learning to program simple games first and then move to an Open Source engine, open up the hood read the code, play with the scripting language and level editors or what it now offers etc. etc. It is a long process even with an Open Source engine. But the journey is also fun.

 

 

 


I didn't thought on building a game engine, at least not a multipurpose, reusable tool that everyone of them tries to be. I just want to build a game without a game engine.

 

Also read this: http://scientificninja.com/blog/write-games-not-engines

 

Then it should make more sense smile.png

 

Edit: no comments below the article anymore as far as I can see :)




#5095500 Open world 3D game without a specific game engine

Posted by Dwarf King on 20 September 2013 - 10:04 AM

Torque 3D MIT is free and give you all the source codes. In other words try to grab a compiler, open up the engine and see how much work ten plus years became smile.png

 

Here:

 

http://www.garagegames.com/products/torque-3d

 

 

 

If you like a render engine only under MIT too then Ogre3D is there also with source code access smile.png

 

Here:

 

http://www.ogre3d.org/download/source

 

Have fun and happy coding smile.png

 

"A game that could look almost as beautiful as CryEngine/Unigine capabilities?"

 

No not really, at least not if you want the engine to be exactly as these two engines as many, many people have worked to get to the point as it is now.

 

If you only want the graphic then perhaps, but if the physics, sound, AI etc. etc. has to be a part of your engine too then no. The problem is also how much time you wish to spend on it. Grab a MIT engine and make it your own by tweak or just use it for what you like :)

 

Edit: thought the above answer needed to be included.




#5082341 Untiy3D Help!

Posted by Dwarf King on 01 August 2013 - 05:20 PM

try to look at the semicolons.




#5069196 Torque 3D vs Unity 3D

Posted by Dwarf King on 12 June 2013 - 01:08 PM

I have used Torque 3D full time for a year now. I would say Torque 3D, not because it is superior but... Okay here we go:

  • Torque 3D is free(try to imagine what it would cost if 10 people had to buy a license for like 1500 $)
  • You get the source code(sooner or later you want that access, trust me)
  • No payment for source code access(try to think about the price you need to pay if you need Unity access)
  • You are free like in FREE to hack and bend Torque 3D in any way you want and no damn royalties
  • You get an awesome community with great hacks and resources for making games
  • You are not dependent on other than your teams own programming abilities(maybe at first bad but later on a true investment)
  • You will learn a great deal of how an engine is put together(a great knowledge to get)

Last I would say this:

"Give a man a fish and he can eat, learn him how to fish and he can survive" wink.png

 

You want the Torque 3D engine in the long run, Unity3D is great but it is like peeing in the pants on a cold winter day. In the beginning you feel great and then you soon realize that it is getting colder again. You need to get under the hood of a game engine in order to stay over the water in this business. 

 

All the best




#5042281 starting over

Posted by Dwarf King on 12 March 2013 - 06:19 AM

While many people on this great site are great programmers and great talents I would say that no one except the OP should decide whether he should stop programming or not. Perhaps the OP should learn to do what he likes and not what other people are telling him to do.

 

When reading a book or tutorial line by line should be read and understood. Every example should be read carefully and researched like one is studying the holy text itself. This counts no matter what programming you are doing(scripting or engine programming). You need to be stubborn, real stubborn and persistent.     

 

Start programming now if you feel like and stop asking others what to do. Have fun and enjoy your life. It is your life and your decisions. 

 

All the best for you.

 

Dwarf King




#5040018 C++ guides

Posted by Dwarf King on 06 March 2013 - 09:52 AM

The one and only cplusplus tutorial I used it to get familiar with the language back then and it was fine. Also it is in a pdf format so you can sit on a cafe in (insert you favorite location) some where and read it :)




#5039854 starting over

Posted by Dwarf King on 05 March 2013 - 10:13 PM

well I have been told to stop programming so I have taken almost 2 month break from programming. I still like programming. Can I please get a second chance to improve my programming skills.

why? keep on programming if you love it. Follow your passion smile.png




#5037158 Breaking into industry without coding or art skills.

Posted by Dwarf King on 27 February 2013 - 08:27 AM

"Still, in reality, calling scripting programming is like calling chihuahua a real dog."

 

Scripting IS programming. As soon as one starts to deal with AI one will need programming skills and knowledge about algorithms and data structure to a certain extent. Oh and chihuahua IS a real dog. It is just another kind of dog.  




#5035839 What is a good game engine for an open world rpg

Posted by Dwarf King on 23 February 2013 - 01:49 PM

Great list biggrin.png  plus one for you Serapth, but... Torque 3D no longer costs 179$, it now cost zero $ and is free under the MIT license. Regarding books, then two new useful books have seen the daylight:

  • 3D game programming all in one third edition, Kenneth C. Finney 
  • Torque 3D game development cookbook, David Wyard

I sure hope the other information about other game engines are more up to date.... blink.png




#5035754 What is a good game engine for an open world rpg

Posted by Dwarf King on 23 February 2013 - 08:31 AM

Torque 3D is absolutely free under the MIT license. It does require that you are up for some programming though. Go to github or garagegames.com for a free download and see one of the finest engines ever(according to me smile.png ).




#5035320 Off topic web development.

Posted by Dwarf King on 22 February 2013 - 02:11 AM

look for something called "border" and "center" in .css/html. Also you need to think in "div" boxes. Now I have given you some very useful clues that you can work with.

 

A very good website for .css is this .

 

Hope that helps out




#5032105 David and Goliath, how do you compete with a game giant.

Posted by Dwarf King on 13 February 2013 - 08:35 PM

You do not need to buy an Golaith engine. Plenty of very good and free engines out there that can save you like three or four years of work.

 

Ogre and Torque3D are just a few of the fine engines out there. I am told that the free version of Unity should do just fine too. Hey LEGO Star wars is made with Unity smile.png

 

In fact do not even think about competing witht the big players in this industry. I mean they have an army of workers ready to produce and ship their stuff and even an army of hype warriors(marketing) to make people believe that they cannot exist without the newest Mass Effect etc. etc.

 

Be happy, make games smile.png




#5024422 Main differences between Unity and UDK?

Posted by Dwarf King on 22 January 2013 - 02:30 PM

it is worth considering that the licensing terms/costs are drastically different:

 

Unity has a free indie license, but the feature set is significantly crippled - my impression is that most serious developers will be looking at a commercial license instead. A commercial unity license costs $1,500 per developer (plus $400 for each of iOS and Android publishing, if you need those), but you never have to pay any royalties.

 

The UDK requires a $100 publication license when you are preparing to ship your product, but also charges 25% royalties on any revenue after the first $50,000.

 

This presents you with an interesting cost equation. Unity's per-seat licenses are expensive upfront, but after that you never need to pay a dime. The UDK costs pretty much nothing upfront, but if your game produces a high revenue, you will be paying a fair bit of money out in royalties. My back-of-the-envelope calculation suggests that the UDK might be more cost effective for a game that grosses under ~$120,000, and Unity is significantly more cost effective for a game that exceeds that figure - but you should run your own projections to validate the choice for your particular situation.

 

One other hard fact is that you will have to shed a huge amount of cash out if you need to change something in the source codes as well. I guess options like Ogre and Torque could be worth considering as well. In fact this link could help out also: free engines






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