A couple questions....

Posted By: sheppyboy2000

A couple questions.... - 05/16/06 22:52

Some friends and I are planning on creating a Rail Shooter game in the vein of Philosoma and Starfox. However, none of us has programming experience although we can all create 3D models and textures. As well as I have experience in a profesisonal studio for what 3D models need for a real-time environment.

So I have a couple questions about this studio.

1. How possible is it for three guys with no programing experience to create something like Starfox for GCN but without the land missions?

2. What's the usual limit on Polygons from objects like in the game style mentioned above that this engine can handle?

Thanks for any help you all can provide.
Posted By: Rad_Daddy

Re: A couple questions.... - 05/16/06 23:08

Quote:

1. How possible is it for three guys with no programing experience to create something like Starfox for GCN but without the land missions?




With determination, it is definately possible. You will find that C-Script if fairly easy to learn. There are plenty of tutorials at sites such as...

Grimbers 3DGS Document Site

AUM Resource Page/AUM Magazine

Quote:

2. What's the usual limit on Polygons from objects like in the game style mentioned above that this engine can handle?




This pretty much depends on the target system... I dont remimber the actual MAX poly count allows in 3DGS, but it can most likely be found in the manual. For a starfox style ship... I would estimate around 500+ poly's. Of course, it could be more or less, but again, that depends on your target system.
Posted By: ulillillia

Re: A couple questions.... - 05/17/06 01:46

Quote:

1. How possible is it for three guys with no programing experience to create something like Starfox for GCN but without the land missions?




I, too, began with absolutely no programming experience. I had a hard enough time just writing a program to add 2+3. Today, I made a 2D game with Gamestudio and it's about 80% finished. Gamestudio doesn't have anything directly for 2D games, so I ended up making my own script and system. The programming language is easy to catch onto. Just remember the first statement in my signature, it's a useful statement for any beginner, even for myself.

Quote:

2. What's the usual limit on Polygons from objects like in the game style mentioned above that this engine can handle?

Thanks for any help you all can provide.




The limit is from DirectX. Given the usual 2:1 triangles:vertices ratio, the limit is 131,070 triangles. For the most detail and the best performance, have your models between 2000 and 5000 polygons, according to a benchmarking experiment I did. The actual limit on the number of triangles is not exactly known, but it's 2^65533 (about 2.5E19727) at the absolute highest. From my benchmarking experiment, I plotted the values on a logarithmic graph and got this:


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