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Re: New 3D Engine - Original3D [Re: JohnJ] #136246
06/16/07 15:13
06/16/07 15:13
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
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msl_manni  Offline
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M

Joined: Dec 2005
Posts: 478
India
Yes, Irrlicht does allow to fully modify or package the .dll into a new product. And the source code is freally available. And it would be great to have a BASIC SCRIPT wrapper for it. There have been this kind of attempts already, and people have added more functionality for selling their own product.


My Specialities Limited.
Re: New 3D Engine - Original3D [Re: msl_manni] #136247
06/16/07 15:15
06/16/07 15:15
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline OP
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ACKNEX007  Offline OP
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Joined: Jun 2007
Posts: 236
acknex.exe
Ok, Thank You..

Re: New 3D Engine - Original3D [Re: Poison] #136248
06/17/07 02:36
06/17/07 02:36
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline
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sueds  Offline
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Joined: Jan 2007
Posts: 230
london uk/ paris
Hello acknex I think you should built your engine with ogre

because ogre can support python which is a very simple language. Easier than lite-c c ++ or C-script, powerfull and there is many tutorial on internet. Look at pyogre, maybe you could see if it's interesting because It's a really good idea to make a simple engine with a simple code. many 3d artists are bothered by coding because it's too long to learn a language like c++ and also too long to get the right to make it efficient. IF you are looking for a game with a great gameplay you cannot focus on the fun or the graphics because you have to deal with bugs and script error.

even if I like A6 sometime it's a pain in the ass to make something different than an fps.

if your are interested by ogre and python send me a pm I'll send you some link about different way people use it. OR maybe you could make it with game logic or something similar.

I definitly support your project, because game creation is not all about programming trying to make it simplier is good way thing had to go.

keep going



Re: New 3D Engine - Original3D [Re: sueds] #136249
06/17/07 11:35
06/17/07 11:35
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline OP
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ACKNEX007  Offline OP
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Joined: Jun 2007
Posts: 236
acknex.exe
Thank You For Your Kidness.

i am confuse with Ogre Vs Irrlitch Engine..

i just gone into irrlitch and i saw it is easy. but i did not tried Ogre yet.

http://www.devmaster.net/engines/

as compared here.. most people says. . ogre is not good fr game development..its only Graphics Engine.

(i know Orgre Rendering is better than irrlitch)..


i decided to start working on the engine today.(already collected the required details)


but still confused what is easy & best to create a * game scripting engine.

Ogre OR IrrLitch ?

Any ideas please ?

Thank You..

Re: New 3D Engine - Original3D [Re: ACKNEX007] #136250
06/17/07 11:37
06/17/07 11:37
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline OP
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ACKNEX007  Offline OP
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Joined: Jun 2007
Posts: 236
acknex.exe
i think Original3D will be a BASIC language like : Darkbasic / Blitz3D..

so it will help to beginners too !

is the irrlicht engine rendering better ? i mean the graphics quality...

Last edited by ACKNEX007; 06/17/07 11:47.
Re: New 3D Engine - Original3D [Re: ACKNEX007] #136251
06/17/07 11:49
06/17/07 11:49
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
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Posts: 1,856
ACKNEX007 :

in fact your 3D engien will it have scripting language like LUA
or will it be some wrapper around an existing engine ?

I mean :
for example some 3,4 lines to load a model and assign a texture ,
you could create a one line C++ function like :
MyLib.loadMD2Model("filemodel","filetexture") ;
as easy as B3D and some others , it'c C++ but simple C++
it's what i mean by wrapper

Scripting language is not fra from that , but not as fast as pure C++.

Ogre3D as already some basic Python wrapper, you should continue on it ?
it has also LUA if i remember well .

Same thing for Irrlicht :
it has a .Net wrapper that make development lot more easy than C++

Well in fact these two engines already have wrappers or LUA/Pyhton interfaces,
it already exists, so you should continue the begin work i think !

I don't see where your engine will be better than existing things , caus you already rely on some 3D existing engine ?
B3D sdk, Dark BAsic, Torque products,B engine, 3DGS, Irrlicht , Ogre3D ,
Uningine ...

your goal is to make a game or to sell some easy ot use 3D wrapper ?

Re: New 3D Engine - Original3D [Re: TheExpert] #136252
06/17/07 11:55
06/17/07 11:55
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline OP
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ACKNEX007  Offline OP
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Joined: Jun 2007
Posts: 236
acknex.exe
it has a .Net wrapper that make development lot more easy than C++ ...


if we create the engine in .NET the games created with my engine need to have .NET to run ?

my goal is..

to make the Game Development easier but advanced..
if you look at BLitz3D its using DirectX , but easy to use..
so. something like as blitz3d with directx9 features will be nice.

also darkBasic.. its a good engine.. but i think it is not best at all..(my opnion.. loading objects , apply effects , animation,etc are crashing , slow sometimes )..


and the main thing is : World Editor + Lightmapper. i will create a world editor to allow users create level & place the entities by mouse.

so it will be easier than Blitz3D / DarkBasic..

even O3D will be easier than ogre / IrrLitch.. becasue it will have BASIC language syntax.. + World Editor.

most people (newbies) not like C++ / C++ like codes.


EDIT : and about this.
....you could create a one line C++ function like :
MyLib.loadMD2Model("filemodel","filetexture") ;
as easy as B3D and some others , it'c C++ but simple C++
it's what i mean by wrapper...


i think o3d will have both options..

somethink like..

player = LoadObject("model.3ds")
player.setTexture("texture.bmp")

OR
player = LoadObject("model.3ds")
setTexture(player,"texture.bmp")

AND..

i think this code will be not easier than above.
MyLib.loadMD2Model("filemodel","filetexture")

instead of this..

it will be better.:

player = loadMD2Model("filemodel.3ds")
---------------
HERE THE DEFAULT TEXTURE WILL BE LOADED FROM THE MESH.. & AUTOMATICLY APPLIED.
---------------
IF USER WANT TO APPLY / APPLY DIFFERENT TEXTURE.
THEY COULD USE THIS.
---------------
player.setTexture("filetex.bmp")

what you think ?
thank you.

Last edited by ACKNEX007; 06/17/07 12:02.
Re: New 3D Engine - Original3D [Re: ACKNEX007] #136253
06/17/07 12:04
06/17/07 12:04
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
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Joined: Apr 2007
Posts: 582
Germany
I think that would be much easier

player = LoadObject("model.3ds")
setTexture(player,"texture.bmp")


Everything is possible, just Do it!
Re: New 3D Engine - Original3D [Re: Poison] #136254
06/17/07 12:23
06/17/07 12:23
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
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Posts: 1,856
"HERE THE DEFAULT TEXTURE WILL BE LOADED FROM THE MESH.. & AUTOMATICLY APPLIED."

Lot of engines already do this !

Afetr that to apply normal maps, specular map, the best like some pro engines do , would be a model viever where it will be slots
for disffuse, normal,specular maps,
if you choose no normal map, nay normal map will be applied to your model !
and the shader will not use normal map code !

In fact the more important will be the tools !
i daubt 3D artists will like to code for each character the textures,shaders
to apply by code

TV3D engine that is lot used with .net, as a very simple syntax as the one you
say !

In fact the perfect thing that 3D artists are seeking for is :
complete advanced tools : creating terrain and multitexturing from scratch
(no heightmap import and no coding needed !)
same thing for characters :
management of animations (names,lenght), shaders,textures(diffuse,normal) ...
all by a specific panel : no coding
defining bones and orientation for object attaching by gizmos on a 3D window !

maya toolit

I think lot of programming lines is old past like Blitz3D !

nowadays, 3D engines must have all tools for 3D artists :
Far Cry, Crysis engines etc ...
You only have to script AI and game behaviour !
All the rest 3D assets,worlds etc ... is managed by panels to apply shaders,
panel for complete terrain editing etc ...

So if you choose Ogre3D , Irrlicht, they are already easy to use and have some wrappers, and TV3D is already a vry simple to use engine that do
all your are planning !

I think you should concentrate on something like Maya Toolkit instead,
complete 3D editors quality, complete editors and some advanced 3D features incorporation (soft shadows would be a checkbox on a panel
t osay if you want shadow on the character and you could enter a distance to say when it would appear) !

THIS IS WHAT 3D ARTISTS are seeking
no programming to do all simple 3D tasks !

Try Titan Quest editor
and you'll see another thing , lot of 3D artists would like ot see
in indie market
with no programming you have the tools to create amazing worlds(complete
editors,quest system etc ...)

Well ... enought said ... but think at it and perhaps
post a vote about complete advanced 3D editors against easy 3D programming language ??

Re: New 3D Engine - Original3D [Re: TheExpert] #136255
06/17/07 12:37
06/17/07 12:37
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline OP
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ACKNEX007  Offline OP
Member

Joined: Jun 2007
Posts: 236
acknex.exe
hmm.

you are saying also CORRECT !
having tools for each is nice.
maybe i should take some time & think about it before spend some time.

and... can it be done using irrlitch / ogre3D ?


and about TrueVision3D..

i used it a while ago.. its very nice..
but that 6.2 version is not fully support DirectX9.
i hope the next 6.5 version will be very nice & have some tools.

for example : i like Blitz3D than TrueVision3D..
but..i dont know the reason ! ..
maybe BASIC languaes are easy to create Small 3D Games.



I think lot of programming lines is old past like Blitz3D !

""""""""""""""""""""""""""""""""""""""""""""""""""""""""""

nowadays, 3D engines must have all tools for 3D artists :
Far Cry, Crysis engines etc ...
You only have to script AI and game behaviour !
All the rest 3D assets,worlds etc ... is managed by panels to apply shaders,
panel for complete terrain editing etc ...


<<<<< i dont say its cannot be done by me..
but..i am sure.. it will take more time to create many tools for each..
becasue i am nota big team.

"""""""""""""""""

Last edited by ACKNEX007; 06/17/07 12:41.
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