Hi,
I'm a reasonably experienced programmer and am familiar with c++ and graphics programming in general. I've been experimenting with Irrlich and Blender during my free time but have some nagging questions:
- I am interested in creating a small world which contains an outdoor area as well as a few very simple buildings. What type of file will I want to generate and is Blender an appropriate tool for this? My only experience is with heightmaps which don't apply to buildings, obviously.
- Can anybody point me to resources about creating skeletal animations? All the Irrlicht tutorials (rightfully) ignore the generation of artwork and all the Blender tutorials on animation seem focused on creating films, not game content.
Thanks in advance
New to Game Programming, Couple Questions
irrb plugin is a fantastic tool that exports directly to irrlichts own file format. There's some great tuts on how to use light maps etc there too.
I'd recommend googling to find the best blender tuts on skeletal animation. These tuts I found where good:
http://3dtinkerer.blogspot.com/2008/11/ ... orial.html
http://wiki.blender.org/index.php/Doc:M ... /Map_Input
http://theprocessdiary.blogspot.com/200 ... -2009.html
Also someone who also went from c++ to game programming: don't follow the waterfall process as closely as you normally do. Play your game constantly and iteratively add features that make the game fun
I'd recommend googling to find the best blender tuts on skeletal animation. These tuts I found where good:
http://3dtinkerer.blogspot.com/2008/11/ ... orial.html
http://wiki.blender.org/index.php/Doc:M ... /Map_Input
http://theprocessdiary.blogspot.com/200 ... -2009.html
Also someone who also went from c++ to game programming: don't follow the waterfall process as closely as you normally do. Play your game constantly and iteratively add features that make the game fun
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- Posts: 914
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- Location: South Africa
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Well, in skeletal systems, you have control over each bone, which in theory means you can "animate" the skeleton manually, but all animation is normally done in animation programs.. The skeletal control is normally handed to physics, for ragdolls etc. It also means "when i rotate the mouse, his head looks left or right" is a simple setRotation() call, and doesnt need preanimated look left/right animations. Which means more control over how premade animation works together. Such as having the ability to look left and right AND reload AND walk AND crouch, without making animations like :
crouch-walk-reload-lookleft
crouch-walk-reload-lookupanddown
crouch-walk-reload-lookupandleft
crouch-walk-reload-lookupandright
walk-reload-look
etc.
Does that make more sense?
crouch-walk-reload-lookleft
crouch-walk-reload-lookupanddown
crouch-walk-reload-lookupandleft
crouch-walk-reload-lookupandright
walk-reload-look
etc.
Does that make more sense?