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May 24th, 2001, 03:03 PM
#1
FAQ #1 ? How do I get started in Graphical Game Programming?
By the way folks, I'm asking this question, I'm not providing an answer.
I'm not committed to any language, although I'm assuming C++ is the language of choice. Maybe not even MSVC++.
I'm thinking of 3D Animated Solids, maybe even VRML. What kind of editors/packages are recommended for this type of game? (Low budget preferred).
Then again, there may be "evaluation options" until the project looks promising, then I could pursue a "permanent license" to the package.
The actual job industry looks bad for a game newbie (according to a recent article I read) unless you live and breath games.
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May 24th, 2001, 03:34 PM
#2
I've read 2 books where game experts were interviewed. They suggested that for 3D Modals, you shouls use 3D Studio MAX. Adobe Photoshop is a must, as it is the industry standard with respect to textures and graphics. As you suggested, I think C++ would be the language of choice, along with DirectX.
I would disagree on the part that the Game Industry looks bad for newbies. I would re-arrange it as It looks bad for people without commitment. In order to be a great game programmer, you need to be committed to it. That is, you need to learn C++ fairly well before you even think about making games. Once you get that down (it might even take years) then you need to practice making simple games. Maybe a simple game using pure Windows API like BitBlt would be nice. Then, once you get that down, you should learn the DirectX API's inside out. This whole process might take years, and I think that's the thing that scares most people.
Even if you don't want to get into programming, there are a lot of other fields in the game industry. The Game Designer is the one who desgines the general outline and layout of the game. Programming skills are not required here. The Sound Effects Producer and the Music Producer make the sound and music of the game (surprise!). The Map Designers would desgin the maps and levels of the game. Depending on the level editor, some programming skills might be required. The Grahpic Designers design all the textures and characters of the game. Not my programming is required, but you should have some knowledge in a variety of software tools like Adobe Photoshop and 3D Studio MAX.
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May 24th, 2001, 04:46 PM
#3
Like Megatron said, start small. There is no better way to get yourself discouraged than to try to write Quake without learning the basics first. C++ is the language of choice, and MSVC++ is the compiler of choice (at the moment). For 3D graphics, DirectX or OpenGL are the current standards. I would stick to one or the other. Most tutorials out there right now deal with OpenGL, but fortunatly, the D3D8 terminology is so similar to OpenGL, that there is no problem converting.
As for C++ taking a few years to learn, i wouldnt say that, unless you are doing it as a side hobby. If you really want to learn it, and work at it at least a few hours a week, it shouldnt take very long, once youve got the basics down. The C++ forum here is a good place to start. For 3d Modelling, I personally use Milkshape 3d, which is a wonderful little piece of software. It has the needed functionality for modelling, without a whole lot of "extras".
To close, id just tell you to start small, and learn as you go along. once you think you know enough about whatever language you are going to use, take a look at DirectX or OpenGL, take some tutorials, learn the basics for those, and then just keep building up and up.
Z.
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May 25th, 2001, 04:14 PM
#4
Frenzied Member
For when/if you decide to go into 3D stuff or just using OpenGL/Direct X Goto www.nehe.gamedev.net, he has helped work on a book that does the graphics in OpenGL and other parts in Direct X which looks ace which im getting with a cd. There are also plenty of Direct X books around.
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May 27th, 2001, 12:59 PM
#5
Thanks Guys
I just found a few treasure chests in my personal library that I haven't exhausted their resources. I just hope they aren't too outdated.
Any comments on Virtek 3D-Ware or Caligari Pioneer or Caligari TrueSpace? I'm not certain on the differences with the Caligari software because most of the interface looks the same in both.
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May 27th, 2001, 02:09 PM
#6
Frenzied Member
If u mean truespace as in the 3d modeller then its good i have version 2
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May 28th, 2001, 07:40 PM
#7
3D Engine?
I finally figured out how to use "Virtek 3-D Ware Personal Edition" that was included in my "Virtual Reality Madness! 1996" book and 3 CD set. That book was packed with so much cool stuff that some typos prevented me from using the Virtek package successfully back in 1997, and I got side-tracked with the other cool stuff.
Well, the bad news is that its for 256 colors and "virtek.com" doesn't seem to be owned by the same virtek company that owned the site back in the 90's. Also, I had to break out a borland compiler, but that may be a good thing.
So, my question now is, "Are OpenGL and/or DirectX only about primitives, or is there a '3D engine' that can scroll worlds and shapes?". Perhaps DirectAnimation for DirectX? Virtek (obsolete?) has an intro project that is basically a flight simulator. Just up my alley. You edit your world and sound and it may also be for VRML and it has a few converter utilities for other file formats, but I think I'm going to get limited by the 256 colors.
PsyVision, I couldn't connect with http://www.nehe.gamedev.net but I found http://www.gamedev.net . I'm going to check out the Game Developer Design Patterns http://www.gamedev.net/gdpatterns (since Design Patterns are important in general). Yes, it was the TrueSpace 3D modeller. What is the difference between that and Pioneer? They seem to have the same interface.
Also, are there applications (free/low cost of course) that can take a video clip and create a VRML world or other format world for use in your own app like for a flight or fly through simulator?
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May 28th, 2001, 08:07 PM
#8
Good Ol' Platypus
That's because there is no www:
http://nehe.gamedev.net
All contents of the above post that aren't somebody elses are mine, not the property of some media corporation. 
(Just a heads-up)
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May 29th, 2001, 05:58 AM
#9
Member
There is a 3d modeller/game design program which you can download for free from www.blender.nl (look for gameblender) The site also has quite a few tutorials, and there's even a plugin to export .X objects to use in a direct3d program (look on the message boards for that one)
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May 29th, 2001, 12:13 PM
#10
Direct3D and OpenGL are just APIs that allow you to define shapes in 3D space, and render them to your screen. Triangles are the primitive of chouse because they can define almost any shape in existance, and they are always convex, which makes things easier. You can define shapes as models, or you can hard code vertex data into your program (or define it on the fly, with various algorithms). Neither is an "Engine". You cant drop in a few lines of code, and expect miracles. There is work involved (the amount of which probably scares people). There are "engines" that use these APIs, blah blah blah blah blah...
So, in response to your question, Yes, D3D or OpenGL can scroll worlds, and draw shapes, but you have to tell them how to do it.
Z.
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May 29th, 2001, 02:42 PM
#11
Engines are more optimized
Engines are more optimized than anything I've produced for animation. I've seen better scrolling on a 0.8 MHz Atari 800 than what I can personally achieve on a 100MHz IBM compatible.
Stef, that site looks awesome.
Zaei, do you know of any engines for OpenGL or animation design patterns?
Thanks all, these links are impressive.
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May 29th, 2001, 03:27 PM
#12
Frenzied Member
www.3dengines.de i think has a list of 600+ engines
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May 30th, 2001, 11:35 AM
#13
Complete 3D Development Package With License Options
I appreciate all of your responses. I've found alot of cool stuff from your links.
What complete 3D development package would you recommend? By "complete", I mean:
1) Easily creates graphical objects.
a) primitives
b) materials
c) rendering
2) Fast Engine for multiple platforms and video cards.
3) Has a license option so that a finished product can be sold for my profit.
a) is relatively inexpensive or free
b) commercial usage/distribution is allowed at some license level
4) Can be used over networks.
a) I saw a package that forbidded network usage
5) Something I missed that you guys can recommend.
3D Studio Max would be sweet if I could develop for free and pay a license when I have a product.
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