Gamestudio Links
Zorro Links
Newest Posts
Newbie Questions
by fairtrader. 12/05/23 14:22
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
4 registered members (AndrewAMD, Quad, soulman3, Ayumi), 675 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Space Based Game using 3DGS. #213270
06/26/08 17:31
06/26/08 17:31
Joined: Jan 2006
Posts: 5
Washington State
ChrisKing Offline OP
Newbie
ChrisKing  Offline OP
Newbie

Joined: Jan 2006
Posts: 5
Washington State

Hello to all of you on the forum smile

I am interested in hearing advice on building a space based (preferably RTS) type game using the Gamestudio template system. I am also wondering if anyone has developed any tutorials or has anything to offer in this area.

I see the screenshot of the space based game shown on the 3D Gamestudio home page but I would really like to know if any of you have any wisdom to share on implementing a project like this using scripts, levels, templates etc. that are already available. Does any known path exist using Gamestudio to produce a game such as this without having to start completely from scratch?

Re: Space Based Game using 3DGS. [Re: ChrisKing] #213275
06/26/08 18:23
06/26/08 18:23
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
look up the user damocles, he was a forum user about 6 months ago, and over the last few years he dev'd a rts, he left, but maybe if you contact him you can get your hands on his partially finished rts building template.

Re: Space Based Game using 3DGS. [Re: ChrisKing] #213303
06/26/08 21:40
06/26/08 21:40
Joined: Jan 2006
Posts: 5
Washington State
ChrisKing Offline OP
Newbie
ChrisKing  Offline OP
Newbie

Joined: Jan 2006
Posts: 5
Washington State
Thank you for your suggestion and I will attempt to send him a message.

As for implementing a space-based game using 3D Gamestudio (RTS or otherwise), anyone with ideas to share I am very interested in reading them.

Re: Space Based Game using 3DGS. [Re: lostclimate] #214603
07/05/08 17:45
07/05/08 17:45
Joined: Jan 2006
Posts: 5
Washington State
ChrisKing Offline OP
Newbie
ChrisKing  Offline OP
Newbie

Joined: Jan 2006
Posts: 5
Washington State
Well Damocles is a person I would really like to reach with regards to his knowledge of implementing a Real Time Strategy game in 3DGS. However I have tried a couple of messages through both email and PM and he does appear to have left for good and is not interested in speaking about this topic.

Does anyone else on the forum know of resources that would help in the creation of a space based RTS game using 3DGS and some form of template system? Any thoughts along these lines would be appreciated.

Re: Space Based Game using 3DGS. [Re: ChrisKing] #214605
07/05/08 17:52
07/05/08 17:52
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
i know a member named sheefo was working on one too, but he left, although he did make a new post not to long ago, so im not sure if he's back, but if so he might tell you some of the tricks and traps he has run into along the way.

Re: Space Based Game using 3DGS. [Re: ChrisKing] #214606
07/05/08 17:55
07/05/08 17:55
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
Serious User
jigalypuff  Offline
Serious User

Joined: Nov 2005
Posts: 1,007
http://www.thekidgame.com/Locoweed3DGS/misc.htm
trs demo code there from locoweed and i`m sure there is an rts tut in the aums plus one in acknec resources


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: Space Based Game using 3DGS. [Re: ChrisKing] #214726
07/06/08 21:24
07/06/08 21:24
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Originally Posted By: ChrisKing
Well Damocles is a person I would really like to reach with regards to his knowledge of implementing a Real Time Strategy game in 3DGS. However I have tried a couple of messages through both email and PM and he does appear to have left for good and is not interested in speaking about this topic.

Does anyone else on the forum know of resources that would help in the creation of a space based RTS game using 3DGS and some form of template system? Any thoughts along these lines would be appreciated.


Go to the AUM resources website, it should have the RTS game and code up somewhere if I'm not mistaken.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Space Based Game using 3DGS. [Re: PHeMoX] #214880
07/07/08 22:14
07/07/08 22:14
Joined: May 2008
Posts: 301
Oxy Offline
Senior Member
Oxy  Offline
Senior Member

Joined: May 2008
Posts: 301
The Wasteland RTS code is made for A6, so you would have some problems implementing it in A7 directly.

What is more important than the code itself is to get the
system bahind an RTS.

For a spacebased RTS you actually have the advantage to have
a free space. So all you need to worry about is to have a basic unit to unit collision avoidance. (many examples here in the forums)

Another thing for RTS is to learn to use handles to entites.
And understand how simple finite state machine AI works.

RTS is not mythical.

Many users just do the conceptual error to approach it
with the same way they approch FPS games.
(seeing a unit as standard acknex Entity using a c_move based movement code etc)
RTS units should be rather seen as abstact entites.
So rather operate on them by using data arrays etc.
This solves many problem of handling the massive interactions between these units.

The entites are just visualisations of these abstract RTS units.

AI (understanding methods and structure) seems for most people here to be the major trouble
when making the game (once the graphical and leveldesign issues
work fluently). This is probably the reason why RTS is such
a hard topic, as it cant run without an AI - in contrast to
many other types of games.

Re: Space Based Game using 3DGS. [Re: Oxy] #215261
07/10/08 05:01
07/10/08 05:01
Joined: Jan 2006
Posts: 5
Washington State
ChrisKing Offline OP
Newbie
ChrisKing  Offline OP
Newbie

Joined: Jan 2006
Posts: 5
Washington State
Hi Oxy,

Thank you for your response as it is well thought out and seems to be coming from someone more knowledgeable than their "newbie" forum label would suggest smile I agree that RTS coding can be understood, it is just that I have found that most of the information about how to do it well seems to be hard to come by.

I have made good progress making 3D models, animations, textures etc. involved with the game I have been planning. I have even managed to go through the process of trademarking the game name and it was approved and is now registered. What I was hoping to avoid was having to learn how to program the entire game myself. However the person in charge of that (my cousin grin) is more often playing games lately than working on them. It seems what the game programmer Andre LaMothe said "if you want it done right (or done at all), do it yourself" is almost all too painfully true.

So now I have been reading quite a bit on C++ and Lite-C but I must admit that programming is proving to be the most difficult area for me to grasp. I have read C++ Primer Plus, Object Oriented Programming in C++ and several newer game programming titles off of Amazon over the past year. While I can understand the individual parts of what is being described (a function, variable, pointers etc.) I have a very hard time understanding how to weave them all together to implement any of the ideas I have for my game. Do you know of any good sources of information that illustrate the points you make in your post or that you consider relevant to RTS programming Oxy?

I have found that being able to review existing code or scripts that implement the features I want to include in a game is a huge help and time saver. I hear what you are saying about Wasteland being coded in C-Script not Lite-C but it is kind of the best example I have found to go on at this point. Wasteland RTS has in fact been removed from where it used to be offered as a free download. I did manage to find one source of modified scripts on this forum that Damocles might have overlooked when removing all the rest of what he used to offer.

As always, those with something to share in these areas please do as it is appreciated.

Re: Space Based Game using 3DGS. [Re: ChrisKing] #215341
07/10/08 15:42
07/10/08 15:42
Joined: Jan 2007
Posts: 221
F
Fenriswolf Offline
Member
Fenriswolf  Offline
Member
F

Joined: Jan 2007
Posts: 221
Hello,

you could have a look at the book Programming Game AI by Example.
As its name implies, the book deals with the development of game AI. This includes, without limitation, implementation of different behavior models (eg. state-driven behavior and goal-driven behavior), autonomous agents and some basic math (vector math, trigonometry etc). From my point of view this book is highly recommended.

The book also features a simple method for obstacle avoidance, which you will most probably need in your space RTS. But keep in mind that your obstacle avoidance solution eventually needs to be much better and more complex.

There are other books out there that specialize in programming RTS games. However, to my knowledge, these books are not advisable.

And by the way: there is a space RTS developed in A6, named 2662, featured in AUM no. 67.

Page 1 of 2 1 2

Moderated by  checkbutton, mk_1 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1