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Random Blit

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Random Blit    122
Recently, my team of 3 was contracted to create a paintball game for a local paintball field operator in my area, and we are currently looking for the best technology available to create this game. None of us really have massive amounts of programming skill, do we're looking for something easy to set up with a focus on the design side of things. we've looked at torque, and we like it, but we've of course heard plenty of bad things about it, and there appears to be very little documentation to speek of. (not to mention the fact that it apparently runs terrible on vista) So, I ask you, wat would be a good 3d engine to go with? It doesn't have to be terribly advanced, graphically (something along the lines of even Quake 3 level GFX would be fine). We just need to get something up and running quickly and easily.

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Random Blit    122
One of my other team members had taken a look at Panda 3D and was dissatisfied with it for whatever reason, but I myself will still take a look at it.

As for Irrlicht, I thought that was more of a rendering engine a la ogre than a game engine. I'm looking for something perhaps a bit more built up.

I wouldn't like to go this route, but what is everyones opinion of FPS creator? does it support terrains and multiplayer?

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Extrarius    1412
If Quake 3 level of graphics is fine, you might consider using the Quake 3 engine and simply making a mod for it. The engine itself is freely available from id software's website, and includes complete source code, but you don't really need to modify the engine since the game was specifically designed to have a separate SDK for creating new game types ("mods"). I think mods are in C++, which would make it difficult if you're not already familiar with the language, but it was a popular game and there are probably quite a few tutorials still out there.

I'm not sure, but I think the content of Quake 3 (all the levels, models, sounds, textures, etc) is not freely available, so you would need to make completely new content, but you'd probably want to anyway, and there is probably enough free content made by third parties that you wouldn't have to create much besides the levels.

Make sure you carefully read the licenses of anything you consider using, because they will obviously have a huge impact on what is suitable for your needs.

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Antheus    2409
Quote:
Original post by Random Blit
One of my other team members had taken a look at Panda 3D and was dissatisfied with it for whatever reason, but I myself will still take a look at it.


Ah, the old NIH syndrome. What was wrong with it, and why was it incompatible with your project requirements?

The answer you got is a typical example when people aren't happy with something for personal reasons.

Get a check-list response of their evaluation. It's possible they felt that building it took 20 minutes, and they wanted something that takes 2 minutes to build.

If you want something you'll be satisfied with, you need something that will match your requirements. People too often choose based on hype or personal ticks, and then the choice turns out to fit that one person, but everyone else needs to work around problems due to wrong choice.

Quote:
We just need to get something up and running quickly and easily


Great. Can you get something up and running quickly with Panda? If so, then you've found your ideal platform.

Quote:
we've looked at torque, and we like it, but we've of course heard plenty of bad things about it


Is that really so? You've "heard" something, but didn't check if it's true?

Quote:
not to mention the fact that it apparently runs terrible on vista
Does it?

Helpful decision and problem solving method.

Always ask why.

Quote:
we are currently looking for the best technology available to create this game


There is no best. There is optimal compromise. Lack of programming experience means you're probably better looking at a script-driven engine. That means that all C/C++ based things are mostly out of question.

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Random Blit    122
We ultimatly decided on Quake 3 technology, because everyone is the most comfortable with it (we actually brought in a guy who has had experience with the engine, so that helps.) And thank you for your little guide Antheus. I'm sure it will be helpful when evaluating people and problems throughout the course of our game creating endevours. Thank you also Jroggy and swiftcoder for your posts.

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