CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
How many of you have played with 3D game source code (or created your own)? I've spent about 3 minutes messing with Soya which is now known as PySoy and the game Slune. It doesn't look too complicated... yet. What about you guys? ------------------ |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
I used to play around with Irrlicht demos a lot. Haven't done that in a while since I've been too busy... I mean... doing other "stuff". Edit: oops, just realized you meant 3D games.. [This message has been edited by Lazarus (edited December 04, 2006).] |
MastaLlama Member Posts: 671 From: Houston, TX USA Registered: 08-10-2005 |
I played with the source code from the old Quake 1 game before, but that was a long time ago. On a somewhat similar subject, what are the pros and cons to using Python? I've never used it and I think you, Sir CPUFreak91, would be the best to answer the question. |
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: It depends on what you're trying to make. A 2D game... ad 3D game... other things... Hehe. Well for a 2D game, Pygame is the most popular library. It's written in C++ so the low-level blitting and stuff is faster. It is imported as a Python module and treated like Python source so it makes it very easy to create a game. A good example can be found at http://www.pygame.org/docs/tut/chimp/ChimpLineByLine.html the whole game is about 50 lines long. For 3D games.. (I have not played with 3D much) PySoy (for example) (it's also written in C++) you "script" what you want done such as what you want rendered (I believe Soya can do basic rendering) and where you want 3D models placed. If you'd like sound and keyboard input without writting all that yourself, Pygame can handle that for you (you just don't initialize it's 2D rendering library). ------------------ [This message has been edited by CPUFreak91 (edited December 04, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Watch those bolds CPUfreak. AHH... the bliss of 3d programming. Tired, flunked misrably, couldn't do collision worth a d... eerrr... crap, couldn't do collision worth a crap. COllision is DA BIGGEST thing in 3d programming, without it your screwed over so bad its not even funny. ------------------
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I blame Konqueror for that. I don't think it happens when I use Firefox. ------------------ |
dartsman Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
Ah... python guys.. lol... I'm a C/C++ guy, soon to be Assembly/C/C++ guy (getting 32/64-bit ASM book in soon (within the next couple of days)). I do most my 3D programming in DirectX 9.0c... and have been for the last 2 years. I have messed with OpenGL about 3 years ago for a year. Also used Ogre for around a year as well (during uni). Currently I'm a bit too busy to do my own little projects, as work is really picking up. RM: you don't normally *have* to code your own collision detection/response code, although it's really isn't too hard, never done it myself (apart from 2D rigid body physics stuff), but it's too bad (as in could be a heck of a lot worse ). Just look into a library or engine which you can integrate into your own project. I like Novodex (havn't tried PhysX yet) and ODE. ------------------ |