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Datatubbe

How program a cargame?

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okay, first stop here since i'm a newbie to this place... I am a real fan of Need For Speed 5, but now it's 2 years since it was out and i want to make a new game in that genre. so my question is: How do i create a car game, it shall be playable on windows xp/win2k, and so much compatible for computers with less than 1GHz prossessor, and 256MB ram. I want it to be a real good game. I want to make a game where u can play multiplayer... Plz give me any info at all how to start, i am really exited. - Datatubbe They didn't accept me in the Teletubby World! Edited by - Datatubbe on January 1, 2002 11:09:23 PM

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Could you possibly make that any more obscure? The only people who would understand it won''t benefit from that advice.

Datatubbe, learn a programming language if you don''t already know one. Learn how to do 2D graphics, then 3D graphics. I learned in this order since 3D builds from the 2D principles and I feel it will minimize the inevitable confusion.

Make a few small games to learn how to tie everything together. There are some really good tutorials on this site, and a lot of other sites with complete source code so you can see different ways these games can be implemented.

In the meantime, play every car sim you can get your hands on and analyze the hell out of them. I mean not only decide which you like, but specifically WHY you like them. What did they do right? What did the others do wrong? Is there something you would have done differently?

By the time you have followed this advise, you should know enough to realize you have a long way to go before you are ready to make your game. In your specific case, racing sim players are brutal when it comes to demanding realistic physics in their games, so you''ll have to learn that as well. I''m not trying to discourage you, but it will take work. If you keep that in mind as you start to work on it, you''ll be more likely to keep at it.



ShadeStorm, the Day_Glo Fish

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If you really are thinking about making a car sim I would consider you using Macromedia Shockwave Director Studio. I been using it 1 year now, and I have created several games with 3D graphics. I''ve created Arcade, Racing, & Fighting games so far. Also, why not try using Macromedia Flash 5. It''s great too! Also, both of them are quite easier to use than C++, C, or any other programming language. Plus they are lots, and lots of tutorials for this to programming languages. So if you really want to create a car sim or any other game with ULTIMATE 2D/3D graphics, use Shockwave Director, or Flash.

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tnx for replies, i wasn''t completely accurate when i wrote the post. but i have 3 other friends that will help me out.
One is raw on Graphix, one is planning to create music, and help organizing and one has just graduated collage in C/C++.

I believe Flash games are a bit too "easy" for me, it can be hard enough, but that''s not the way i have planned to start.

By doing this i really want to learn how to create games, learn more programming, i understand ASP, but that''s not really programming, but a start, i think..?!?

Shadestorm, yer reply was really helpfull.
Yes i have played all the possible car games that is to get.. so i know exactly what i want, i do alot of 2d/3d graphix so i have some basic knowledge...

One question, do u use 3D Studio Max to create the cars and stuff used in the games? If so, i think i am heading the right direction.
I am planning to buy some books, to learn more about DirectX, C/C++ and multiplayer posebilities

- Datatubbe
They didn''t accept me in the Teletubby World!

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I would like to apologize for my earlier post.

I was upset at the time and unfortunately took it out on Datatubbe.

I''m sorry.

You can use 3D Studio Max to make the car models. Or any other modelling package like Blender, Milkshape, or 3D Canvas. So long as it produces models, you can use it.

I wanna'' ride on the pope mobile.

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np, Hikeeba, we all have our problems ..
I will learn 3d Studio Max then, but how can i save the models to use them in my game?

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!

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I was about to say something like Hikeeba, but then I noticed that this forum was "for beginners", so I won't

I'm sorry to say that making a 3D car game isn't exactly easy.
There is so much stuff you need to know. And by keeping a good code design, this will take some time. How to load models from 3D studio max into your game won't be any problem if you have the engine done. So that's one of your minor worries

And a project like this takes a long time before you get visual result.

I would really recommend doing something easier.

/MindWipe

"If it doesn't fit, force it; if it breaks, it needed replacement anyway."

Edited by - MindWipe on January 2, 2002 3:41:00 PM

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A. I''d just like to say that Porsche Unleashed is the best game! As for analyzing games, don''t forget Gran Turismo 3, and there''s an awesome Swedish game called STCC2, but you''re in Norway, right? You might have played it then. It rocks.
B. Learn C++, so, I would recommend you search Teach Yourself C++ in 21 Days, I have not personally read it, but I here it is one of the best on the subject. It''s a lot to read, though, so buckle up .
C. Once you have that under your belt and you can program C++, I would suggest WinProg.org, to learn Windows programming. Sure, you can learn it from those game programming books, but they only teach you the bare essentials, which is exactly what I know .
D. I would suggest Tricks of the Windows Game Programming Gurus, even though it is a little outdated. It again is as thick as, umm, well, about 3 inches. After that, two words: OpenGL Game Programming. I think that''s the best book for this kind of thing, and it talks about loading models, too (I can see that''s on your list of priorities).
E. ((optional)) C++ The Complete Reference.

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To use models created in another package you need a loader for that file format. The loader will also have to work w/whatever graphics solution you want to use. WildTangent, OpenGL, DirectX are all graphic solutions if you are making a windows game. So first thing to do is define the technology used. Looks like you''ve settled on C++ for the language, next decide on a graphics library. Finally, you must investigate some loaders for whichever 3d modeling format you want to use and the appropriate 3D API. Web searching is probably the best way to find one.

I would suggest using an existing 3D API, such as crystalspace, to jump start development.

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I will use DirectX!

Could some1 explain to me how an engine work, and what it does?
and how i start off making one...? am i right if i do it in C++?

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!

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I don''t mean to burst your bubble, but it takes a team of around 15 pros 2 years to make this kind of game. And they are working at least 40 hours a week at it. Even to make a somewhat simplified version of a racing game, you should probably plan to take at least 6 months to learn the programming side(depending on how much time you spend learning) Part of the learning process is starting with a simple game and working your way up. So start with tic tac toe or something, then do a 2d maze or side scroller, then move onto the 3d programming. I don''t want to sound negative, just don''t expect to learn everything and have the game complete in about a year, unless you can spend 60-80 hours a week on it.

---
Make it work.
Make it fast.

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I think he understands this issue captain, and it's not the first time someone's told him how long it would take. The fact that he's still very interested in going through with it shows me that he's really interested in his idea. This person obviously REALLY likes racing games and has already done his homework on them. And don't forget that he said he's willing to work on it for over a year. Go for it!

But before you sit down and start coding, PLEASE make a design document. Between the 3 or 4 people you have working with you, I bet there are atleast 2 different ideas of how this game's gonna look. Sit down with them, and decide how everything's gonna work

Good luck,
Omega



Edited by - THE Omega on January 3, 2002 9:44:39 AM

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yeah i understand that it canb e difficult, but we have already discussed how to make it, not yet a design document thoug.

But, NFS 5 heave alot of features i don''t want, like Evolution and the Factory Driver, i only want to make a Single Player mode and a Multiplayer mode, and yes i will use alot of time on this. We might offcourse need to do some small progging before we hit the real road for this game.
And btw, when a team like EA creates a game they want to make it compatitble with alot of cards and playable on slow computers, i only plan to make this game work for me and my buddies. When it does, then i might make it more compatible..

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!

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quote:
Original post by Datatubbe
I will use DirectX!

Could some1 explain to me how an engine work, and what it does?
and how i start off making one...? am i right if i do it in C++?

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!


Don''t forget that you will also need a Physics engine so that you can figure out, when the cars crash into one another, the parts that will need to be bent, curved or what ever... I had seen a really good game engine once that incorporated a physics engine( on tv ) but I think they were asking something like 10,000$( US ) just to license the darn thing... But then again, creating a simple physics engine should be that hard if you have a good grasp on physics( which I myself don''t have )...




"And that''s the bottom line cause I said so!"

Cyberdrek

Resist Windows XP''s Invasive Production Activation Technology!

"gitty up" -- Kramer
/(bb|[^b]{2})/ that is the Question -- ThinkGeek.com
Hash Bang Slash bin Slash Bash -- #!/bin/bash

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quote:
Original post by Datatubbe

And btw, when a team like EA creates a game they want to make it compatitble with alot of cards and playable on slow computers, i only plan to make this game work for me and my buddies. When it does, then i might make it more compatible..

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!


Actually, that''s not EA''s doing, it''s DX that deals with that. So your game will support a wide variety of video card without you having to write drivers for every single cards like the old DOS days( brings back old memories... )



"And that''s the bottom line cause I said so!"

Cyberdrek

Resist Windows XP''s Invasive Production Activation Technology!

"gitty up" -- Kramer
/(bb|[^b]{2})/ that is the Question -- ThinkGeek.com
Hash Bang Slash bin Slash Bash -- #!/bin/bash

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Well, technicaly u shoudln''t crash, that means that u don''t have control of yer car, which result in high speed....
therfore i don''t need a physics engine at the beginning, assuming that i don''t crash right?

But yeah i understand what u mean, it will be a good idea.
Well money don''t meen that it''s hard to make an engine..
Maybe it''s so boring to create one?
well anyway if i need one, i will create one myself, i think i could learn alof of it...

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!

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Okay, i don''t know how to exactly ask this question, but how do I create the design in the game?
For instance, how can i create the asphalt and the trees in a game?

-----------------------------
- Datatubbe
They didn''t accept me in the Tubby World!

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If you want to make scenery (trees, asphalt, etc.) you probabley need to make models and texture them unless you can pull them from the air. To do that you need some modeling package and an image editor. I suggest 3dstudio max, milkshape or what ever you used to make the cars. You''ll also want something like corell draw or something like that.

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You are saying that you dont need a physics, engine if you dont hit other cars. You could not have said something more untrue.

Of all the game types out there driving games are probably the most physics orientated games ever.

You accelerate, thats physics,
you break, thats physics
you hand-break, thats physics
you turn, thats physics
you skid, guess what, THATS PHYSICS.....

If you did not use some physics equation to calculate the skid of a car when you break, how else would you do it.

if(speed == 01 && steerint_wheel == 0 )
{
....
}
etc
etc


There are thousands of combinations, and it would never work right.

If you want a good racing game, you need 3 things, and in my opinion, they come in this order.

Totally Great Physics, (so it feels like you are really driving)
Great AI ( So it is fun to race the computer players )
Good Graphics

Just my two cents, but I have tried to program a very basic 2d driving game, and it is very very difficult to get it to feel right. The acceleration was wrong, the turning was wrong. ie. my physics was crap.

Giant

"Only two things are infinite, the universe and human stupidity, and I''m not sure about the former." --Albert Einstein

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