Woo - First Game
April 26th 2007 08:41
I figure so long as I'm going to be doing something I'm going to be doing it as best as I can, to the last breath sort of thing. Sure I could just rip off some 2D API mash it together like spaghetti and call that my 'game engine' and throw in a bunch of 2D sprites and say 'woo, go me!', I figure I may as well get straight to the fun stuff, the 3D stuff to be exact.
As of now I simply have a frame work, it isn't something you can make a game out of, most of the variables are set as default, there are a few 'cool' things like a user controllable camera but even that is 'hard coded', only way you can change the way it behaves is by going right to the source code and changing out the numbers, it's just not cool like that.
Of course I do intend on making a game on top of it right after I integrate an open source/build my own physics system, make for some niftier controls, add animation support (tell you the truth I'm not sure if it actually supports that, I don't fully understand what the .x file can and can't do, if it can do animations then I've pretty much animations too) make it use spatial partitioning (or just understand what spatial partitioning is, it sounds really complicated and if I can't put it in I'll settle for Nintendo 64 era graphics) add 2D graphics support (for interfaces and all that) and umm, some other stuff I'll probably need to add to make it work right, I'll figure it out when I get to it.
As you can see I have as much of a clue about half of what I wanna do as you do (provided you don't have the first clue to what 3D programming is all about).
Truth is I'm not going for a killer, at least not with my *first* game. The reason for that will be obvious enough once the engine is fully up and running a real life game, like most smart developers the release date is set to 'when it's done', especially since I'm learning and putting this thing together on the fly I have no idea how hard what I want to do is and won't until I'm done with it.
My truly big aspirations are waiting for the beefier version of this game engine, I plan on understanding and implementing spatial partitioning (assuming I don't do it to begin with), add on per poly or even per pixel hit detection (once again if I don't do it prior which I won't), bump mapping and multi texturing support, mip mapping, better lighting (something thats not just taken right out of Directx and plunked in) some shadows will be nice, actual pixel and vertex shader support and some other stuff probably when I can think of it.
Of course I've barely reached my first target, heres a demo of what I have so far (cos we all know I love to gloat):
The spaceship has nothing to do with anything, it is simply a demonstration of a .x file running, I pulled it out of the same source code in a book I was/am reading which in turn took it out of the Directx samples folder.
As of now I simply have a frame work, it isn't something you can make a game out of, most of the variables are set as default, there are a few 'cool' things like a user controllable camera but even that is 'hard coded', only way you can change the way it behaves is by going right to the source code and changing out the numbers, it's just not cool like that.
Of course I do intend on making a game on top of it right after I integrate an open source/build my own physics system, make for some niftier controls, add animation support (tell you the truth I'm not sure if it actually supports that, I don't fully understand what the .x file can and can't do, if it can do animations then I've pretty much animations too) make it use spatial partitioning (or just understand what spatial partitioning is, it sounds really complicated and if I can't put it in I'll settle for Nintendo 64 era graphics) add 2D graphics support (for interfaces and all that) and umm, some other stuff I'll probably need to add to make it work right, I'll figure it out when I get to it.
As you can see I have as much of a clue about half of what I wanna do as you do (provided you don't have the first clue to what 3D programming is all about).
Truth is I'm not going for a killer, at least not with my *first* game. The reason for that will be obvious enough once the engine is fully up and running a real life game, like most smart developers the release date is set to 'when it's done', especially since I'm learning and putting this thing together on the fly I have no idea how hard what I want to do is and won't until I'm done with it.
My truly big aspirations are waiting for the beefier version of this game engine, I plan on understanding and implementing spatial partitioning (assuming I don't do it to begin with), add on per poly or even per pixel hit detection (once again if I don't do it prior which I won't), bump mapping and multi texturing support, mip mapping, better lighting (something thats not just taken right out of Directx and plunked in) some shadows will be nice, actual pixel and vertex shader support and some other stuff probably when I can think of it.
Of course I've barely reached my first target, heres a demo of what I have so far (cos we all know I love to gloat):
The spaceship has nothing to do with anything, it is simply a demonstration of a .x file running, I pulled it out of the same source code in a book I was/am reading which in turn took it out of the Directx samples folder.
| 46 |
| Vote |
Subscribe to this blog













Comment by MelissaA
Fun Facts
There's also a red teapot and a yellow item I dare not describe? ; )
Comment by Ahmed
techy.Bytes
Video Gamer Kids
Little Green Foosballs
PolyKicks
Qwerk
Cinema Three
Anyway, I'm in crisis mode, just finished downloading 3D studio max and it cannot export to .x, bloody hell an industry standard tool for games development cannot export to an industry standard API, apparently theres a plugin online some where but I cna't find it.
Comment by MelissaA
Fun Facts
Comment by Ahmed
techy.Bytes
Video Gamer Kids
Little Green Foosballs
PolyKicks
Qwerk
Cinema Three
Comment by yoda76
The Tube Blog
Hell I'd settle for my old Amiga 500.
This help?
Link
Comment by Ahmed
techy.Bytes
Video Gamer Kids
Little Green Foosballs
PolyKicks
Qwerk
Cinema Three
Though I did come up with a solution between then and now
Damn Microsoft for being such a bitch, I guess they figured every *serious* programmer will make his/her own format so they decide to forget the little guy (aka me).
Comment by MelissaA
Fun Facts