Im trying to build a game which uses 3d cubes with a 3d graphical taging system to display its graphics. What this means is that my game will look isometic tiled but the camera can scroll 360 degrees, move up and down and the 3d objects such as players have differing effects on each other like 3d objects but are ancored to cube areas.
Anyway, im not looking to make a fully 3d game in the traditional sence so regardless if you understand the above do you experienced programers just make 3d games from this engine, im thinking you do at the moment.
If ive worded that badly (which i may have at 11:30PM on a college day after running) please say and ill try to correct it.
Thanks
Siolis
Im wondering if IRRLICHT is right for me?
No I’m not, didn’t know what that meant but looked up the definition, I’m talking 3d but with a grid system which you can use to place objects down in layers and cast spells onto but during play it acts just like a 3d game engine.
It’s hard to explain but it’s a hybrid of both isometric and 3d.
In fact take a look at this:
http://img260.echo.cx/my.php?image=cubeengine22qm.jpg
This shows a (for lack of better word) screen shot of my engine done in paint by me. Now how this differs from normal isometric game engines is that it behaves just like a 3d engine, as in you can rotate fully around it 360 degrees and that. How it differs from 3d is that the entire map is map of cubes, characters would usually be about 3 in height (legs, body, head kind of thing).
As regards to the graphics, basically they have the same collision settings at 3d objects BUT (and hears the kicker) they are latched, tagged, anchored etc to the cubes so... think Lego modeling with 3d graphical cubes for a game engine, a map editor and a georama system like dark chronicle.
I have this dam thing designed and I’m trying to learn how to program to make it, its beautiful I tell you and works grate...on paper...all I want to know is if this irrlicht is too...pre-built to use, I mean do I need to start from scratch or what?
Siolis
It’s hard to explain but it’s a hybrid of both isometric and 3d.
In fact take a look at this:
http://img260.echo.cx/my.php?image=cubeengine22qm.jpg
This shows a (for lack of better word) screen shot of my engine done in paint by me. Now how this differs from normal isometric game engines is that it behaves just like a 3d engine, as in you can rotate fully around it 360 degrees and that. How it differs from 3d is that the entire map is map of cubes, characters would usually be about 3 in height (legs, body, head kind of thing).
As regards to the graphics, basically they have the same collision settings at 3d objects BUT (and hears the kicker) they are latched, tagged, anchored etc to the cubes so... think Lego modeling with 3d graphical cubes for a game engine, a map editor and a georama system like dark chronicle.
I have this dam thing designed and I’m trying to learn how to program to make it, its beautiful I tell you and works grate...on paper...all I want to know is if this irrlicht is too...pre-built to use, I mean do I need to start from scratch or what?
Siolis
Your design is completely possible.
Isometric doesn't just mean that you are faking 3d in a 2d environment. It just means you are using a tile based scheme for your world.
Orthogonal just means that you don't have perspective, so everything stays in nice squares.
I made a simple game similar to Final Fantasy Tactics that worked exactly like that.
Tutorial - http://irrforge.org/index.php/Orthogonal_Tutorial[/img]
Isometric doesn't just mean that you are faking 3d in a 2d environment. It just means you are using a tile based scheme for your world.
Orthogonal just means that you don't have perspective, so everything stays in nice squares.
I made a simple game similar to Final Fantasy Tactics that worked exactly like that.
Tutorial - http://irrforge.org/index.php/Orthogonal_Tutorial[/img]
Crud, how do I do this again?
Well i stand corrected on iso then cus i did think that and yeah i guess that is what im trying to do.saigumi wrote:Your design is completely possible.
Isometric doesn't just mean that you are faking 3d in a 2d environment. It just means you are using a tile based scheme for your world.
Orthogonal just means that you don't have perspective, so everything stays in nice squares.
I made a simple game similar to Final Fantasy Tactics that worked exactly like that.
Tutorial - http://irrforge.org/index.php/Orthogonal_Tutorial[/img]
Could you explain this a bit more, what do you mean you dont have perspective exsactly cus i have this image of something twisted and weird and compleatly not what im looking to do. Thanks for the link though, ill check it.
EDIT: I just looked at a bit of that tutorial and if it means what i think then it wouldnt do at all. I want to make a 3d near and far away perspective(?) for a FPS, 3RD Person, top down AND RTS and if im right in my reading then with Orthogonal it would not work for any of them except 3RD Person so...am i right...?
BTW can you compile the code which makes that example, if so mind telling me what your useing or your settings cus my Dev-C++ cant compile it, thanks.
Siolis