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Member Since 18 Sep 2013
Offline Last Active Jun 28 2014 10:44 AM

Topics I've Started

Cross platform 3D board game (checkers/chess), what options are there?

13 June 2014 - 01:30 PM



How can I create a 3D board game like checkers or chess that can run on Android and iOS (just for newer versions)?

Actually, I only need to create a 3D board since it needs to be integrated in an existing 2D game application. The app should allow for 2D board (existing) and 3D board (to be created).


The best way I guess would be to use an existing cross-platform library/framework, but what I was able to find was mostly game engines that are too much for what I need I think.

Basically I think I mostly need a 3D renderer.


Another option I think would be to just use OpenGL ES by myself to do it, but I never done graphics programming, so it might be too much for me. But if you think that for just a board game it will not be too complex, than I don't mind spending some time learning OpenGL ES first.


What do you think?

Open world 3D game without a specific game engine

20 September 2013 - 06:04 AM



I've decided that I want to create my own open world 3D game. I want to do this in my own free time, for my own peace of mind. Is not something that I would want to sell to make money. The project needs to be more than just a game. It needs to showcase the beauty of my country, its landscape, its architecture and lost traditions. The world needs to be big (maybe 100km x 70km) and beautiful.


At first, I was thinking to use an existing game engine, so after a long search I've found four of them that could meet my requirements:


1. Unity. Affordable, easy to use and quite powerful. But, is too general and a lot of tools needs to be written. For example, it doesn't support big worlds because of the single-precision coordinate system. Also, from what I see, right now is geared towards mobile devices, so most of the focus for the development team will be there I think. I'm interested only on PC.


2. UDK. Not so easy to use, but is very powerful. But, I don't like how all of its tools look in terms of interface. Seems too old and ugly to me and I feel no joy working with them. If sometime in the near future the UDK will be upgraded to Unreal Engine 4, than it will definitely be in the top of my list from what I saw on youtube, from the workflow/interface point of view.


3. CryEngine SDK. Well, I don't need to say how powerful it is. So beautiful outdoor scenes created in it... But, I really do not like its authentication requirement to use the editor. What would happen if my account gets banned/restricted. Would I loose all my work? I don't want to take that risk. I've saw too many complaints from users.


4. Unigine Engine. This one is definitely expensive, but I've added it to the list because of its power to handle very big environments. I think is not really a game engine, but just a 3D engine.


They all have their flaws. Some too expensive, some have other plans than mine, some are too general. So I'm thinking, wouldn't be better to just create my game without an existing game engine?


These days a lot of big companies seems to create their own game engine. A lot of marketing seems to happen around them, announcing that a certain game is using this engine, another that one. It becomes the main selling point. Even a lot of gamers seems to praise a certain game engine like it's the king, without even knowing anything about them, other than how its gets marketed or how a certain game look.


The game engines seems so cool that, every now and then, everyone wants to build a game engine just for the sake of it. I certainly have that feeling too, I admit.

Right now, if someone wants to make a game, everyone will advise to just use a certain game engine. Do we really need to depend on these small/big companies to provide us with the tools we need? To wait for them to provide us with a certain feature? To hope that they will go in the direction that we think is right?


For someone that just want to make games, lots of them, and sell them, it would make sense to use an existing game engine. But what if someone just want to build only one game and wants to have as much control of it as possible over time, to be able to improve it for the rest of its life (or at least for many years)?


The way I see it, my game needs to be a virtual museum also, so it needs to last over time, to be improved. So, I'm thinking that maybe is a better idea to just learn to program it myself, from the ground up, using as many existing libraries as possible, like PhysX for physics. The rendering engine I think I would need to write it myself because I didn't found anything that could at least get close to CryEngine quality.


My question is this:

Is it possible for an average guy to learn what it needs to learn in order to create a beautiful game without an existing game engine? A game that could look almost as beautiful as CryEngine/Unigine capabilities? Speaking just in terms of technology, not the art content that contribute to the beauty.

Is it possible with so many resources/knowledge available these days on the internet?

Learning Math really from scratch

18 September 2013 - 01:22 AM



I am 27 years old and I've decided that it's time for me to learn the math needed for 3D game programming. The problem is that everything seems so overwhelming and I do not know where to start, so and I need your help.


First of all, I would like to know what are the fields (or part of them) that I need to learn in order, from the most basic ones to advanced. While in school, I've just learned for grades and didn't had a higher understanding of it and I think I forgot everything, so I need to start from the basics.


My native language is not English and I have 3 options to learn:


1. Hire a tutor to teach me everything I need to know. Besides that is expensive, I think is hard to find a good university teacher that is willing to teach me everything in my country.


2. Learn from books in my native language. Finding good books in my language is hard and sooner or later I still would have to read English books to learn more specific things about 3D programming. So...


3. Learn from English books. I see myself having good skills for reading English, but learning something like math in a foreign language seems hard. Maybe because I try to translate the English terms in my language.


What do you think? I imagine that it depends on every person and his skills, but what option would you choose?


I'm tempting to choose option #3. I think I need to start from the very bottom in order to get familiar with all the terms in English, like I never learned math in my language. Continuously translating every term in my language really slows me down.


Choosing #3, can you please tell me what are the math fields I need to learn in order? Like, first Pre-Algebra, Algebra I and II, Trignometry and so on.

Also, can you please recommend me some books for each field?