FPS framework?

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pzduniak
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Joined: Sat Mar 19, 2011 12:50 pm

FPS framework?

Post by pzduniak »

Hey!

First, I've to say that I am mostly experienced in PHP and LUA. I just know basics of C++.

My team is going to create a minecraft-like mmo game. The problem is that I can't find any really good FPS framework for irrlicht. IrrWizard fps-thing doesn't work for me. Minetest's code is not very clear for me. Is there any FPS framework right here?

The most important things for me is creating the game fast. I don't want to code every basic part :F
randomMesh
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Re: FPS framework?

Post by randomMesh »

pzduniak wrote: I just know basics of C++.
My team is going to create a minecraft-like mmo game.
Minetest's code is not very clear for me.
The most important things for me is creating the game fast.
I don't want to code every basic part
Won't work.

A friendly advice. Start with a small game like a Pacman clone or Tetris. And have a deeper look at all the examples.
"Whoops..."
sudi
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Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

If you don't want to code don't....anyway why not use a gameengine?

http://www.udk.com/
or
http://unity3d.com/
and probably more geared towards mmo
http://www.heroengine.com/
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
pzduniak
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Post by pzduniak »

By "every basic part", I mean that I'd like to have a framework with states etc. I used OGRE3D before, but it was too slow for me - Irrlicht is faster ^^

Sudi: UDK, Unity3d or HeroEngine for a game with cubic graphics? Epic fail.

randomMesh: I already did something using irrlicht but I need an OOP framework which would make my game developing faster.
lazerblade
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Post by lazerblade »

How one would abstract the ideas of an FPS from Irrlicht without stepping on the toes of control, flexibility, and power is quite unknown. Chances of finding a framework that will suit your exact needed compromise are fairly slim.

Pretty much anytime I looked for a higher level engine or framework to do anything, the answer was always that I was going to have to roll my own based on something else like Irrlicht if I wanted to get serious. Even in modern times, companies and indies alike seldom use an out of the box engine or framework.

[/rant]


Try addCameraSceneNodeFPS(), it's a quick and dirty temporary solution
LazerBlade

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sudi
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Post by sudi »

pzduniak wrote:By "every basic part", I mean that I'd like to have a framework with states etc. I used OGRE3D before, but it was too slow for me - Irrlicht is faster ^^

Sudi: UDK, Unity3d or HeroEngine for a game with cubic graphics? Epic fail.

randomMesh: I already did something using irrlicht but I need an OOP framework which would make my game developing faster.
Really....
anyhow if you pay me i will code a simple framework for ya...
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
serengeor
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Post by serengeor »

pzduniak wrote:randomMesh: I already did something using irrlicht but I need an OOP framework which would make my game developing faster.
Well if you have some $ lying around I'm sure you could hire a team, else I don't think you will be able to do anything.

But if you really really want to do something like minecraft, theres a clone project of it somewhere in the forums, I think it was open source. You could get some ideas from it, but you won't go far without knowing c++ deeply. Making sandbox apps can be done with beginner skills, making games, needs a lot of effort and deep knowledge of what you will be dealing with.
Working on game: Marrbles (Currently stopped).
Radikalizm
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Post by Radikalizm »

Ah, another case of 'I want to make a super awesome MMO, but I merely have any C++ skills'

Some advice:
First of all, don't expect there to be an out of the box solution for the specific idea you have, it'll be all up to you or your team to build the systems managing your game before you actually build the game itself

Second, start small and master the tools you're working with before you start working on your grand masterpiece, you can't build a house without knowing how to use your set of tools, nor can you assemble a car without knowing which parts you need and how to build them (I think you get my point)

Third, the trickery of minecraft is that people think the complete game is simple because it has relatively simple graphics, that's why so many people attempt to build minecraft clones and only a very small percentage of them actually get it to a playable state with some actual working features

And last of all, if you don't want to 'code every basic thing' and if you want to get everything done as fast as possible, then don't even bother with writing a game
Playing games is not the same as building games, building games requires months of dedication and hard work if you want a good result, and you have to go through lots of frustration to test and debug your code so it actually gets playable, and a lot of people seem to forget this

If you really want to go through with this, make sure C++ becomes a natural second language (eg. by building very simple games), and be prepared to face a lot of work to get to your goal
serengeor
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Post by serengeor »

We should totally write something reusable to paste into these kinds of threads, instead of rewriting it in other words over and over again :roll:
Working on game: Marrbles (Currently stopped).
Radikalizm
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Post by Radikalizm »

serengeor wrote:We should totally write something reusable to paste into these kinds of threads, instead of rewriting it in other words over and over again :roll:
Agreed, although I like the occasional rant once in a while :D
pzduniak
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Post by pzduniak »

Phew, I think that I have enough skills to do that. I commited many things to Multi Theft Auto and I am experienced with networking. I did a framework for it too... Time for next one for c++ :P Anyway, I thought that there would be a simple framework for Irrlicht.
ChaiRuiPeng
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Post by ChaiRuiPeng »

pzduniak wrote:Phew, I think that I have enough skills to do that. I commited many things to Multi Theft Auto and I am experienced with networking. I did a framework for it too... Time for next one for c++ :P Anyway, I thought that there would be a simple framework for Irrlicht.
if you can write framework for that i dont see why you would have trouble writing a fps framework..
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
serengeor
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Location: Lithuania

Post by serengeor »

pzduniak wrote:Phew, I think that I have enough skills to do that. I commited many things to Multi Theft Auto and I am experienced with networking. I did a framework for it too... Time for next one for c++ :P Anyway, I thought that there would be a simple framework for Irrlicht.
Well if you're really sure about this, search the forums for the minecraft clone, which you could extend or get some ideas from.
Working on game: Marrbles (Currently stopped).
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

A networking framework is just one of many frameworks needed to get an MMO-like game running, remember that ;)
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