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Making a 3D game...

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Because it''s almost summer vacation, I plan to try to make a 3D game during the vacation. This may sound crazy, but can I at least try? I love challenges I think the first thing I need is a 3D engine, that I also want to make myself. I plan to use OpenGL. Does OpenGL also support keyboard and mouse input? If not I think I''ll use SDL because I''ve got experience with that. Or is there a better alternative than SDL? I''ve got no experience in OpenGL, so are there some good tutorials on how to make a simple 3D engine in it, or open source examples? After I got this 3D engine I think I''ll need some sort of file format for maps, and the ability to make them. Are there any standards for this? And then the hardest part I think: modeling. Maybe I''ll just use 2D sprites for this, like Wolf3D, but what do you think. Is there free and easy software to make 3D models? Animated models, even... What file format should these have? Well, please reply, even if I never get into making the game, then at least I''ve got a general idea in how this happens, because I''m interested Thanks.

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NeHe has the best tutorials on the net for openGL, the links at gamedevs hosted sites.

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NeHe has 37 OpenGL tutorials and 7 OpenGL game tutorials. It is a good place to start. If you are working full time on this, you should be able to go through the tutorials fairly quickly.

OpenGL is a graphics only API. You can use Win32 API or DirectInput for input. Both are pretty easy to use.

I don''t think there is really a standard. Quake uses multiple maps for a single level, one for objects, one for lighting, one for sound. It depends how complex you are going to get. You can even invent your own file format.

MilkShape3D is a good modeler. It only costs $20US. A free one is Maya. Some people swear by it, but I don''t like it. I think it doesn''t like Windows to much.

If you goto Wotsit, it lists a very large number of file format specs. A couple that are used in 3D games are .md3 or .x

One note, NeHe''s tutorials use keyboard input using the Windows API. This should help with your input problems.

---
Make it work.
Make it fast.

"Commmmpuuuuterrrr.." --Scotty Star Trek IV:The Voyage Home

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Cool ZealousElixir, I''ll remember it for when I start (right after my exams)

CaptainJester: is Maya free??????????

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quote:
Original post by Lode
Cool ZealousElixir, I''ll remember it for when I start (right after my exams)

CaptainJester: is Maya free??????????
free trial i think... if you are not selling the game, just use truspace 5 or 3d studio max for modeling.

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If you''re talking about the Maya learning edition it doesn''t save in real formats, so it would be better to go with milkshape or 3dsmax or openfx.

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I believe Autodesk has given up the futile SPA crusade, and actually has a free personal edition of 3D Max available now.

Drunken Hyena has some good tutorials for Direct3D, modeled after the NeHe ones.

Magmai Kai Holmlor

"Oh, like you''ve never written buggy code" - Lee

[Look for information | GDNet Start Here | GDNet Search Tool | GDNet FAQ | MSDN RTF[L] | SGI STL Docs | STFW | Asking Smart Questions ]

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I am using 3D Studio Max R3 for models and photoshop 6 for textures.
OpenGL doesn''t support Keyboard/Mouse input (it is just a graphical API), use DirectInput for input and DirectMusic for sound.

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WERE is that FREE version of 3D Studio Max???????????????

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There is always the option of using OpenGL with SDL, as you say you have experience with SDL. It''s a very good combo.

"Don''t be afraid to dream, for out of such fragile things come miracles."

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Guest Anonymous Poster
quote:
Original post by Magmai Kai Holmlor
I believe Autodesk has given up the futile SPA crusade, and actually has a free personal edition of 3D Max available now.


Please don''t say stuff like that without posting a link.

Can''t find anything about a free 3DSMax on Autodesks site. It would be great news for hobby game programmers though.

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Hi!

Keyboard and mouse in OpenGL.

mouse:
POINT mymouse;
SetCursorPos(x,y);
ShowCursor(bool);
GetCursorPos(&mymouse);

keyboard:
bool keys[256];
and then in the WndProc
switch (uMsg) // Check For Windows Messages
{
case WM_KEYDOWN:
{keys[wParam] = true; return 0;}

case WM_KEYUP:
{keys[wParam] = false; return 0;}
}


VK_UP = upp arrow
''X'' = the X key
and so on...

ex.
(in WinMain)
if (keys[VK_UP])
{
// if upp key is pressed then do this code
}

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AP, I believe Magmai was referring to gmax...(if not, then I don''t know what he was on about)

Henry

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Guest Anonymous Poster
Here''s a couple tips which I''ve had to learn over the last few months trying to do something similar to what you propose (only in D3D)
learn the API (nehe sounds like a good place to start)

learn some theory (graphics theory + world datastructures like
BSP Trees with PVS - these are probably the best for what you want to do) NOTE: this may take some time to learn this stuff, but if you want to do it "right" (right as in the way it was done in Quake) then its worth it.

learn some collision detection theory (in conjunction with the BSP tree this will give you a game in which you can walk around in a 3d world which is a nice start)

learn some animation theory (if you actually get to the animation stage (assuming that you do the world bit first) then you''re a champion.)

plan,plan,plan - document your designs before you start coding

don''t give up. If you work solidly I reckon you will suprise yourself, you sound like you have a rough idea of your plan already, which is s good start.

good luck

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Guest Anonymous Poster
Before anyone gets too excited about GMax, just realize that its not just a free version of 3DStudio Max.

see http://www.gamedev.net/community/forums/topic.asp?topic_id=97001

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I think some developers actually used the Worldcraft editor to do maps, should work pretty well.
However don''t ask me on how to implement it in your engine)

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Thanks for the replies

Because I can never make a convincing, animated model of a man/animal, I think I'll make a space game, so that's something totally different...

First I planned to do a Doom like game with lots of monsters, but now I'll do a space game with lots of enemy ships instead. I think it's a little easier to make. Maybe I'll call it Zero Wing II and start with a movie where someone says "All your base are belong to us! You have no chance to survive!".
Or would that be plagiary (keeping in mind that it will be a free game)?

I'm learning OpenGL now from NeHe, it isn't too hard at first sight (at least the textured rotating cube isn't hard).

Maybe I'll try to make an engine with spherical planets that have mountains (with some sort of spherical height map), with a simple LOD system, and where you can land on!

[edited by - Lode on May 31, 2002 6:09:30 AM]

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