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Discussion / Re: Moving from 2D to 3D
« on: June 08, 2011, 01:13:22 pm »
Thanks for the answers! In fact I won't start making this game so soon, but I want to have things planned early.
@legendaryluigi:
I'll take a look on those Unity3D, it sounds interesting.
About the models and textures topic, I guess Blender has all the tools I need to design them, but I'm not sure how to implement them in a lower level language like C++, though it is good to know that engines fully support them.
Hmm... I suppose Phong Interpolation is simple to implement on a shader, but shadows not so much. I've seen tutorials using the stencil buffer from OpenGL to do them but it's quite... awful, certainly not the best way of doing it. Anyway, another point is that doing those effects (should) consume a lot of processing power, so simply switching on all of them in an engine maybe isn't the right thing to do, that's the main reason I'm asking this to you.
The problem with collision detection is that... usually the engines just detect the collision, don't tell you how to handle them. Making a good, smooth collision handling in 2D is already a pain, in 3D it must be challenging... that's why I'm kind of reluctant to use engines for that, it's hard to customize. There's also the bounding box problem, in 2D it is quite simple to do, in 3D... not so much, I suppose.
@walnut:
lol I actually did a 3D tetris game, with actual 3D pieces... it was terrible but doing a 2D game using OpenGL is not the point, it must be quite the same of doing it in SDL or another 2D rendering library, except that I'm doing more complex function calls.
@Minalien:
I've heard of that Torque engine before too, I'll take a look, thanks.
@TDJ:
Well, I've done a couple of things in OpenGL and Irrlicht, not much. But I think you're right, maybe I should first learn things properly, then I decide on what engine to use. And yes, I want to swim with the sharks
@legendaryluigi:
I'll take a look on those Unity3D, it sounds interesting.
About the models and textures topic, I guess Blender has all the tools I need to design them, but I'm not sure how to implement them in a lower level language like C++, though it is good to know that engines fully support them.
Hmm... I suppose Phong Interpolation is simple to implement on a shader, but shadows not so much. I've seen tutorials using the stencil buffer from OpenGL to do them but it's quite... awful, certainly not the best way of doing it. Anyway, another point is that doing those effects (should) consume a lot of processing power, so simply switching on all of them in an engine maybe isn't the right thing to do, that's the main reason I'm asking this to you.
The problem with collision detection is that... usually the engines just detect the collision, don't tell you how to handle them. Making a good, smooth collision handling in 2D is already a pain, in 3D it must be challenging... that's why I'm kind of reluctant to use engines for that, it's hard to customize. There's also the bounding box problem, in 2D it is quite simple to do, in 3D... not so much, I suppose.
@walnut:
lol I actually did a 3D tetris game, with actual 3D pieces... it was terrible but doing a 2D game using OpenGL is not the point, it must be quite the same of doing it in SDL or another 2D rendering library, except that I'm doing more complex function calls.
@Minalien:
I've heard of that Torque engine before too, I'll take a look, thanks.
@TDJ:
Well, I've done a couple of things in OpenGL and Irrlicht, not much. But I think you're right, maybe I should first learn things properly, then I decide on what engine to use. And yes, I want to swim with the sharks