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Thread: "Creating a FPS game ( Project WBD )"

  1. #16
    Hired Geek fishybawb's Avatar
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    Good luck, it really can't be overstated how hard game coding can be - at least you've taken the smart option of using an existing engine rather than leaping in and trying to code an engine from scratch. I've been working on my own engine for the last year on and off - luckily I never had any intention of making a full game with it, because it's still barely useable! Anyway, it sounds like you have some good ideas, let me know if you need any coding help

  2. #17
    Senior Member Tech^salvager's Avatar
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    Originally posted by fishybawb
    Good luck, it really can't be overstated how hard game coding can be - at least you've taken the smart option of using an existing engine rather than leaping in and trying to code an engine from scratch. I've been working on my own engine for the last year on and off - luckily I never had any intention of making a full game with it, because it's still barely useable! Anyway, it sounds like you have some good ideas, let me know if you need any coding help
    Thanks for the support fishybawb. I can't state how much you have been a help to me. Yeah we finally decided to go with the Irr engine since its seems well documented and it has tutorials for it also it has been used with Dev-C++.
    Tech^

  3. #18
    Hired Geek fishybawb's Avatar
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    I'm not familiar with that engine, but it looks pretty good from the SouceForge site... A couple of things to bear in mind - it doesn't appear to include any sound/physics support (arguably these shouldn't be part of the "engine" anyway), nor could I see networking in its features list, so it might be worth checking out some of your options early on to avoid completing a large section of the game and then realising you're going to have problems. There are articles on Irrlicht's site explaining how to set up physics libraries like ODE and Newton, so that should be OK. As for sound, something like OpenAL would probably do the job, although it might be worth asking around to see if anyone's got any experience of integrating it with Irrlicht, or whether there are any better options. Networking (ideally cross-platform) is essential if you're going for a multiplayer mode. Again, there may well be a library available that would suit - Google provides a few options

  4. #19
    Senior Member Tech^salvager's Avatar
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    Well openAL looks allright but it doesn't have Skyos on there so I'm not sure about it. (Trying to keep it multiplatform so I can port over to skyos when I get on the beta team)
    Now I know nothing about Network code so that will be a while before it goes in there seeing no other coder(s) has join up. yep I did notice that it didn't have sound. I'm not sure how I will do the sound in Skyos though.
    Thanks for the help and tips.
    Tech^

  5. #20
    Member Kandar's Avatar
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    Have a look at the Unreal engine 3

    Unreal engine 3 info

    It a savage engine that wipes the floor with everything else i've seen.

  6. #21
    Hired Geek fishybawb's Avatar
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    Pretty spendy. For someone's first game, I'd think it'd probably be a bit OTT. I agree though, it's very impressive

  7. #22
    Member Kandar's Avatar
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    Expensive, but nice.

    He can drool over it if nothing else.

    Maybe oneday

  8. #23
    Senior Member Tech^salvager's Avatar
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    Originally posted by Kandar
    Have a look at the Unreal engine 3

    Unreal engine 3 info

    It a savage engine that wipes the floor with everything else i've seen.
    Agree very impressive
    Though like I said it has to be openGL and keep multiplatform standards so I can port it over to Skyos.

  9. #24
    Hired Geek fishybawb's Avatar
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    Oh, so you're going to be porting the whole Irrlicht engine too? That could be an interesting little project...

  10. #25
    Senior Member Tech^salvager's Avatar
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    As long as I don't dig a hole to big I will be fine. I know my limits right now so I will have to aim small at current.

  11. #26
    Senior Member Tech^salvager's Avatar
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    Ok I need some help ( imagine that ) well I have downloaded the source files and techdemo all-in-one download zipped file. Now heres where the problem(s) starts, I can compile the tutorials and excute them fine in the regular folders they come in, but If I try to compile them in another folder i get errors and i believe that is because the compiler does not know where to look for the source files. I am trying to figure out where to put what. So can someone help me out here thanks.
    Thanks for your help
    Tech^

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  13. #28
    Hired Geek fishybawb's Avatar
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    Originally posted by Tech^salvager
    Ok I need some help ( imagine that ) well I have downloaded the source files and techdemo all-in-one download zipped file. Now heres where the problem(s) starts, I can compile the tutorials and excute them fine in the regular folders they come in, but If I try to compile them in another folder i get errors and i believe that is because the compiler does not know where to look for the source files. I am trying to figure out where to put what. So can someone help me out here thanks.
    Thanks for your help
    Tech^
    What compiler are you using?

  14. #29
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    Ok, you know where I'm from Tech^

    Here is my list of engines, in no real particular order (though I really like the first two links):

    http://www.tenebrae2.com

    http://www.powerrender.com/prx/index.htm

    http://www.cubeengine.com

    http://irrlicht.sourceforge.net/index.html

    http://www.fly3d.com.br

    http://www.artificialstudios.com/
    I don't know if this one is free or what. Worth looking into though.

    http://www.cauldron.sk
    Not a free engine as far as I know, but maybe you could swing a deal with them?

    http://www.burut.ru
    Same deal as above.


    Ok, that's it for now I suppose. Remember that SkyOS does not have hardware 3D support *YET*, but its something we will be working on.

  15. #30
    Senior Member Tech^salvager's Avatar
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    The one and only Dev-C++

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