2D vs 3D for a solo programmer

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16 comments, last by Jon Alma 10 years, 11 months ago

I think another way to look at this question is to not talk about 2d v 3d at all.

Do you have an idea for a game you want to make? You should probably start there... if you aren't thinking of anything in particular right now, its very possible whatever idea you come up with it will lend itself well to one or the other. Think of other games that are similar to the game you want to make. Try to find other games that have an art style that you think would work well for your game and decide if you think you'd be able to emulate that style with some degree of success.

In other words, let your game dictate what you want to do.

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3D is an order of magnitude more involved than 2D. I would recommend starting with 2D. The skills learned in 2D programming are directly applicable to 3D. If you start with a 2D game engine it will make the task much easier. There is a free 2D game engine and example programs available at www.programming2dgames.com

A similar question on the topic: 2D vs 3D.

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Don't forget the art. Art in 3D can be very difficult to make.


Oooh... I just read that and cringed. The difficulty of art is too subjective. If someone could consider a connect the dots picture as art, then I don't really think adding one extra dimension changes a lot. Import a proportionate human or whatever you like to a 3D editor and then modify a few bumps, export, done, same rules apply within 2D.
You are right. The difficulty of is is very subjective. That's why I said that it CAN BE more difficult. I think you have many very good points. When I looked at the original post, there really wasn't much information, but if someone asks which is better 2D or 3D, they probabaly haven't done either. But, anyway, the whole nature of the post was really to ask opinions because to some 3D is just easier to them than 2D and vice versa. And you are right, it's possible to download and adjust models just like you can 2D art.

I find that when it comes making art, 3D has a steeper learning curve. MS paint is much easier than any 3D art package, but once you learn 3D, it becomes much easier. As to the poster's original question, to make a game quickly, I feel that 2D is easier. There's just a lot to learn when it comes to 3D.

Edit: Then again, if the poster just wants to make a framework of a game and then later get an artist, making the artwork is a moot point.

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You could find a 3d game with art similar to your vision and borrow it long enough to make a game.

I do not want to write the engine myself. I would gladly use an engine that already exists. With that in mind, would 3D still be more difficult to program than 2D?

Good to read that you are making a game and not an engine. There is a significant difference between writing a 3D engine and a 2D engine, but assuming you have a good engine, the only major differences become the art and spatial manipulation.


Note that it is not easy to build a game. Even simple hobby games can require hundreds of hours of work, and polished hobby games frequently require several thousand hours of work from an experienced developer.

Difficulty must be measured on that scale. If you are already investing one or more years into making a game, how much more difficult is 2D than 3D?


Assuming you have an existing and solid engine in place already, both 2D and 3D engines will basically have functions to play animations, functions to move things around, functions to add and remove objects from the world, and to otherwise handle game management tasks. In that regard there is very little difference between the two.

Again assuming an solid engine, some of the math is a little bit more complex. You need to have a reasonable understanding of linear algebra if you are going to manipulate things in 3D space, you only need geometry to move things in 2D space. There is some difference, but it isn't much of a difference when you consider the scale of a game. The extent of the difference is mostly a matter of your game design and how far your design deviates from the engine's functionality.

The art is the biggest difference. Creating tens of thousands of sprites is tedious and labor intensive, and is not inexpensive if you choose to contract it out. Creating models and textures and animations in 3D is somewhat less labor intensive, less expensive, and usually much faster.

Finally, as was touched on by a few posts, you need to consider the nature of the game. A game like Braid was a game designed around replaying the level backward and forward over time; doing this in 2D means recording and replaying much less data then a 3D world. Physics-driven games typically require dynamic motion and animation, such a thing is better suited for a 3D game since it is unlikely your 2D pixel artists can reasonably draw all such combinations.


Any path you follow will have difficulties. 2D or 3D is just one implementation detail among thousands. It is more about choosing a set of difficulties that gives you the best chance to complete your project.

In my experience 3D is just as difficult as 2D games. With 3D you will have to worry about z axis coordinates as well as the usual x and y axis coordinates in your traditional 2D games. There are a number of questions you have to factor in such as: which language you are using, do you have the resources required and if not can you obtain them, how much experience do you have with programming game engines, how are your mathematical skills, and the list just goes on and on.

If you are just starting out, I highly recommend 2D. 3D requires much more work, yes I said they can be just as difficult as the other, but 2D is the place to start.

I find that when it comes making art, 3D has a steeper learning curve. MS paint is much easier than any 3D art package, but once you learn 3D, it becomes much easier. As to the poster's original question, to make a game quickly, I feel that 2D is easier. There's just a lot to learn when it comes to 3D.

I have always found it easier to create 3D art than 2D art ... to the extent that when I was developing 2D games I would create models in 3D, ray trace them and then use these images as the basis for creating the sprites. And now that I am coding 3D games the hardest bit for me in creating the art assets is the texturing of the models.

From my own experience the question is more what type of artwork do you want. Personally I find 'industrial' art (buildings, vehicles, robots, whatever) relatively straight forward, but 'organic' art (humans, monsters, animals) more difficult (even before getting onto the not at all trivial task of animating these models).

In the end the art work and the 2D vs 3D question comes down to your own objectives and strengths and weaknesses - to start play to your strengths but also aim for something that you would find rewarding. In my case the relative ease I found in creating 3D models (when compared to 2D sprites) plus the desire to move on from 2D to 3D led me to developing isometric games - can take out some of the pain of handling things in three dimensions while still visually ticking a lot of the boxes for me.

Jon.
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