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Everything posted by abral

  1. I'm about to start the development of a RTS game, mainly to make some experience in the field of game programming. The first and most important decision I've to make is the choice between isometric 2D and 3D. In your opinion what are the pros and cons of the two? Which has more free resources on the web? Consider that my game will be cartoon styled, so the graphic detail isn't so important EDIT: The art isn't so much important for me, I'm just interested in the game programming. So please don't mention art in your replies: I will use placeholder graphics taken somewhere.
  2. [quote name='d k h' timestamp='1297954680' post='4775410'] Well, I've made my point, maybe somebody else has a different outlook on things. To reiterate, the question "what are the pros/cons of 2D vs 3D for RTS games" is too vague as the difference between both systems is in reality very, very small. Also the term RTS is a little to broad, you need to explain what the game is going to be like in more detail. As an example, if you want a city building, friendly game like the Anno series or SimCity even, then you probably DO want the option to zoom in and rotate the camera as people will want to look at their carefully crafted cities in a lot of detail PLUS these games don't need a lot of actions per minute so people will have the time to do so. For that, a 3D perspective is obviously much better suited, while doing the same with 2D sprites for tiles, units and structures is a pain for both the artists and the programmer. If you're looking to make a fast-paced battle game such as Starcraft or Command&Conquer, however, there is absolutely no need for camera zoom or rotation as people will be busy maximizing their economy and ultimately armies, in that case the camera zoom/rotation is a non-issue. Me talking about the art was just trying to safe you from asking the question in general and hoping you'd realize the difficulty that is to find or generate coherent RTS tiles, units and structures. Since you apparently have your mind made up on the issue I won't mention it again, not my place to judge. [/quote] The game I've in mind is something like warcraft, aoe, etc. Realism isn't so important, because it'll be cartoon-styled. I know it's really difficult to find the art and artists, it's for this reason that I don't worry about the graphics, because I yet know it will be awful, but it doesn't matter for me Sorry if I seem aggressive, it's only my bad knowledge of English
  3. I think you've missed the point of my question. I don't need so much art, I'm interested only in the graphics engine. I'll use placeholder art not only at beginning, but also at the end. If I'll casually find some artists the game would be more beautiful, but I'm not interested in this, I'm interested only in the game programming. enjoycrf, why Adobe Flash makes you laugh? However I won't use it, because I don't like it. The main point of my question is: what are pros and cons of 2D and 3D approaches for a RTS?
  4. [quote name='d k h' timestamp='1297905245' post='4775205'] Well, how are you planning on creating the graphics? The underlying RTS concepts don't exactly change much between 2D and 3D (a la Starcraft 2 - full 3D is a different story). You mention premade resources but you won't be able to build your whole game based on just these. See what you can create yourself and what techniques you want to use (for 2D for example, do you want to hand-draw, use pixel art or pre-render?) and make that your criteria for the decision. [/quote] I'll download the graphics I will need, but at the beginning I won't need so much resources. I can't create anything, because I don't know how to use any graphics software, and I'm not interested in this. However the problem isn't this, because if the project will go well, I will contact some artists to help me. The question is about the pros and cons of 2D and 3D approaches for a RTS. For example a 2D cons is the difficulty in camera rotations.
  5. In Physics normally the z axis is considered the height (at least here in Italy). But however there isn't any difference, it's only a convention.
  6. I'm starting to develop a simple RTS game (I don't know if it'll be isometric or 3D). I know it won't be simple, but I don't want to finish it. I want only to learn more about game programming (until now I developed only some really simple games using SDL or OpenGL). I need only to choose between isometric and 3D and to solve a problem, and I can start coding (I think i'll start from terrain rendering and camera handling, what do you think should I start from?). The problem is (i think it's related only to 3D): if I need to place a building in real-time over the terrain, how can I get rid of the different heights of the terrain? Should I flatten the terrain or ...? I don't know if I explained well the problem, there is a screenshot of 0 A.D. ([url="http://wildfiregames.com/0ad/"]http://wildfiregames.com/0ad/[/url]) that shows perfectly what I don't want to achieve: [url="http://img716.imageshack.us/i/strangebehaviour2.jpg/"][img]http://img716.imageshack.us/img716/6524/strangebehaviour2.th.jpg[/img][/url]
  7. Question about RTS buildings

    [quote name='Burnt_Fyr' timestamp='1297529997' post='4773310'] Assuming a regular grid, heightmapped terrain, couldn't you just sample the verts that are directly below the building, average them, then set their height to the value that you've calculated. You might need to sample/translate grid space wider then the building on all sides, just to ensure it's completely flat, but i can't see why that wouldn't work. [/quote] I think that what you are describing is simply flattening the terrain, or not? I thought about this solution, but I don't know if it is the best solution.
  8. Question about RTS buildings

    [quote name='Dan Mayor' timestamp='1297573813' post='4773505'] I would suggest if you like top level object oriented languages you learn C#. You can then have easy access to XNA (Microsofts newest managed direct x), there is a free / open source engine known as Flat Red Ball that displays 2D images in a 3D world. Makes isometric coding very easy and is a nice stepping stone between 2D and 3D programming. However this will lead to your game being proprietary to microsoft platforms such as Windows PC, XBox and Windows Phone. If you are interested in programming for other non Microsoft devices then this path would be a waste of your time. [/quote] I want to develop a cross-platform game, possibly in OpenGL (so that i could use the knowledge i make to develop also games/software for handheld devices with OpenGL ES and for the web with WebGL).
  9. Question about RTS buildings

    [quote name='BeerNutts' timestamp='1297452975' post='4772996'] Considering you're posting in Beginners forum, I assume you are a beginner. Which branch of programming are you looking for more experience? Design, Engine, Multi-player, Physics, 3d-graphics, etc? If you're not specifically looking to get into the #d- world, i would suggest going 2D...maybe just top-down. You'll then be dealing mostly with just the game design and engine side of it. You could also add Multi-player too it as well, but leave the 3D part of it for later. As for your question, I don't have an answer, but GL on your progject. I made a multi-player RTS that was top-down 2D, and it was fun to program. [/quote] I'm interested on more or less every aspect of game programming, but above all the engine, the AI and the networking. I don't know what to choose between 2D isometric and 3D, because I've read somewhere that 3D is simpler than isometric, above all when you have to zoom, to rotate, to move the view. And also if 2D is more detailed than 3D, for my game I don't need so much detailed graphics. And another problem I have is about the graphics (i'm not an artist, and I'm not interested in drawing), do you know any place where I can find some tilesets or 3D models? (I would prefer cartoon-styled, as my RTS will be like this)
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