Seeking advise...

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Zeuss
Posts: 114
Joined: Mon Nov 08, 2004 9:02 pm
Location: Canberra - Australia
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Post by Zeuss »

Planning is important for anything larger than a tech demo.

I'm not just talking planning for programming wise, but also for every little thing about your design.

Generally there is a Game Design document ( art style, game play style, characters, story etc) and a Technical Design document ( programming challenges, class design, uml diagrams etc).

Whiteboards are good, and for my last/current/if i had time for project I got a wiki running for my design documents. I will send you a PM with the link to it, I dont post it on forums so it doesnt get picked up by wiki vandel bots.

Engines wise, Irrlicht is a good start. I love how easy to use and change it is. Good documentation and friendly community (proved by the fact of how few posts ever get moderated).

Physics I would personally go Bullet, its fast, free, feature rich, open source, fast dev cycle and reasonably easy to implement.

Sound is an interesting one, I have had issues with OpenAL (well its wasnt really OpenAL's fault it was a buggy Nvidia wrapper driver that still haunts me to this day), but there is no real alternative to it.

Networking: Raknet is good, only issues I had with it was the poorly designed replica system but I think that has recently got an overhaul and is fixed.
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Praetor
Posts: 42
Joined: Wed Jun 20, 2007 2:31 am

Post by Praetor »

For the sound engine, I'm thinking about these 3 engines: FMOD, Irrklang and audiere.
I reccomend Audiere for sound, as mentioned earlier it doesn't support 3d sound, but it has all the necessary components to set such a system up (volume/pan controls etc), and I got my own 3d sound system with audiere working in my current project without much difficulty.
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JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
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Post by JP »

Yeah i did some basic 3D sound with audiere in my Curse of the Pharaoh project. Not sure if i had panning or not but definetly had distance-based volume.

EDIT: just checked and it doesn't have the panning, but i guess it's not hard to do, just calculate the angle between the camera's target and the sound source and then use that to work out the pan.
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