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Re: 1st or 3rd Person?
[Re: Espér]
#287979
09/03/09 13:49
09/03/09 13:49
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Joined: Nov 2008
Posts: 946
the_clown
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easier.. i think that stands on the gametype..
Coding a DooM ( SNES version ) or Wolfenstein 3D ( SNES too ), is really easy Coding a real 3D 1st Person shooter, with the Ability of a Nanosuite and human movings ( watching around corners, sidesteps, handanimating for each weapon ) is really difficulty..
Well, at last in a fps you have to only animate the hands, not the whole body. In a 3ps, you have to use anm_add, so bones are required, and you have to have much more animations, and if it shall look REALLY good you even need IK.... it really IS easier to code a fps.
Last edited by the_clown; 09/03/09 14:17. Reason: :P
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Re: 1st or 3rd Person?
[Re: the_clown]
#287989
09/03/09 14:25
09/03/09 14:25
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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easier.. i think that stands on the gametype..
Coding a DooM ( SNES version ) or Wolfenstein 3D ( SNES too ), is really easy Coding a real 3D 1st Person shooter, with the Ability of a Nanosuite and human movings ( watching around corners, sidesteps, handanimating for each weapon ) is really difficulty..
Well, at last in a fps you have to only animate the hands, not the whole body. In a 3ps, you have to use anm_add, so bones are required, and you have to have much more animations, and if it shall look REALLY good you even need IK.... it really IS easier to code a fps. agreed but am so far in my 3ps that i have no need to do fps, so for me right now, fps seems harder only because i have so much reusable 3ps codes
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Re: 1st or 3rd Person?
[Re: darkinferno]
#287991
09/03/09 14:29
09/03/09 14:29
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Joined: Nov 2008
Posts: 946
the_clown
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easier.. i think that stands on the gametype..
Coding a DooM ( SNES version ) or Wolfenstein 3D ( SNES too ), is really easy Coding a real 3D 1st Person shooter, with the Ability of a Nanosuite and human movings ( watching around corners, sidesteps, handanimating for each weapon ) is really difficulty..
agreed but am so far in my 3ps that i have no need to do fps, so for me right now, fps seems harder only because i have so much reusable 3ps codes Yes, thats right...^^ But he doesnt have so much code yet, so I guess its easier for him... Well, at last in a fps you have to only animate the hands, not the whole body. In a 3ps, you have to use anm_add, so bones are required, and you have to have much more animations, and if it shall look REALLY good you even need IK.... it really IS easier to code a fps.
Last edited by the_clown; 09/03/09 14:33.
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Re: 1st or 3rd Person?
[Re: Espér]
#288016
09/03/09 16:22
09/03/09 16:22
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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the hands are only hud entities, they arent visible in the level, i make them reall entites though, so they receive lighting, but in most fps games, there is an invisble actor filling the role of the plaeyer, this character is hidden to the player but its what everyone else would see, also.. ummm, if you look around, i'm pretty sure you wont find many 'current' FPSs that give you the ability to look in a mirror, its unnecessary in most cases.. i dont know why you need it however..
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Re: 1st or 3rd Person?
[Re: Espér]
#288025
09/03/09 17:35
09/03/09 17:35
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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resistance on psp is a 3ps? i think so.. as i said, its easy to do but a but unecessary, i wont run from a game because i cant see my digital reflection in a mirror but as i said, easy, what i would do: create a fully animated player first, then attach the cam to his head or chest, then walla, first person view with the ability to look in mirrors, there are more advanced ways such as creating a player model that is only visible on other cameras and such but once again, you'll hardly need this in a single player title, the titles listed above mostly have multiplayer so its expected thet there is a character model, for indie developers, dont waste time on eye candy effects unless CRUCIAL to your game type... this effect could be added ages from now
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Re: 1st or 3rd Person?
[Re: Espér]
#288069
09/03/09 21:44
09/03/09 21:44
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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easier.. i think that stands on the gametype..
Coding a DooM ( SNES version ) or Wolfenstein 3D ( SNES too ), is really easy Coding a real 3D 1st Person shooter, with the Ability of a Nanosuite and human movings ( watching around corners, sidesteps, handanimating for each weapon ) is really difficulty..
But i will try my luck in it.. thanks for your opinions ^^ No more difficult than a 3PS with all the same. The hands might need nicer animations, but that's not about difficulty, that's about a little extra work. If there's any possibility of obstacles getting in the way of the camera in your 3PS (unless you're on a flat plane or in the middle of space, there will be) you have to write camera code that reacts smoothly -- find a balance between not going through obstacles, and not snapping the camera to new positions. If you have a mirror system, it's not much extra work to place the 3PS equivalent of your model there for the mirror views, and you still only have to worry about the FPS camera. When it comes to human motion, my first thoughts are to attach the camera to a vertex in an animated model, instead of just fixing it in one spot relative to the player's origin and trying to program all the movements. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: 1st or 3rd Person?
[Re: JibbSmart]
#288111
09/04/09 10:50
09/04/09 10:50
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Joined: Nov 2008
Posts: 946
the_clown
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When it comes to human motion, my first thoughts are to attach the camera to a vertex in an animated model, instead of just fixing it in one spot relative to the player's origin and trying to program all the movements.
Jibb
Very right, Jibb, that way you get a very smooth camera movement...depending on the player models animation, of course. It also makes stuff like peeking round corners much easier as u only have to animate the player, and it creates the nice effect of being able to see the players body when looking down, what really rises the immersion.
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