For indie developers, The Irrlicht Engine remains available under a Free Software License zlib/libpng, which seems like one of the most permissive free software licenses I'm aware of.
Yes, no idea when the main page was updated, but still the projects page say "The sourceforge.net website is temporarily in static offline mode. Only a very limited set of project pages are available until the main website returns to service." Check for example here: http://irrlicht.sourceforge.net/
I wrote a game engine which is similar to Unity (as I've been told, I never tried unity myself) and is named CopperCube, it has quite some features already. I started with irrlicht as base framework, and extended it from there. Irrlicht is C++ and not C#, but the code is very friendly to extend and getting used to, so I'd say it would be possible. Definately interesting work, but it is also a lot of work. :)
You can do 3-D in Java. You have plenty of choices, including OpenGL or Java3D. Not trying to dissuade you from C++, I just want you to know that you don't have to choose C++ just to make a 3-D game.
Making 3-D games is one area where a book is perhaps the best solution (rather than a website). There are plenty of books titled something like "How to make 3-D games using [language]".
Consider searching for an existing 3-D game engine you can use as a starting point, for example:
http://irrlicht.sourceforge.net/ http://sourceforge.net/projects/rage-engine/
I second this.
World of Warcraft uses a 16-bit heightmap. It also uses 3d models for overhangs. You can see this because the models don't (pardon the pun) mesh with the terrain.
Also see:
Just work with what you know. If you are pretty new at those languages, C++ is realllly verbose and confusing. It lets you do some powerful things but I doubt you'll need to tap into that power at all.
Ah, yes, I did write the irrlicht engine, but I don't work anymore on that. I meant the forum on my company's website. On irrlicht.sourceforge.net, we had phpBB (upgraded a few times after I installed it about 10 years ago (UPDATE: woha: 15 years. It's 15 years now. OMG), that's a different story. (I answered the spam question in the other thread btw)
Irrlicht is a C++ engine that was made just for your situation. It supports many types of files, formatting, etc. and also has been ported almost everywhere.
It's very easy to learn as well.
buf->Indices.reallocate(4); buf->Indices.set_used(4); buf->Indices[0]=0; buf->Indices[1]=1; buf->Indices[2]=2; buf->Indices[3]=3;
This doesn't describe a valid mesh. The index list basically describes how to take the vertex list and make triangles out of it. So three indices make a triangle from three vertices. You're basically describing 1.3 triangles.
Looking at your vertex list, I believe your index list should be:
0, 1, 3
- Bottom0, 1, 2
- Side1, 3, 2
- Side3, 0, 2
- SideIt's also worth noting that the index list should be ordered such that the vertices are in counter-clockwise order since the winding order defines what side of the triangle is the front. (And by default, the back is not rendered.) It helps to draw things out on graph paper with the vertices numbered. ~~It might also be useful to look at the <code>createCubeMesh</code> method used internally in Irrlicht.~~ Actually this might not be a great example because it's worrying about surface normals.
It's been ages since I've used Irrlicht, so that might not be the only issue. That's not Irrlicht-specific though so it stood out to me.
Also, the Irrlicht forums are a better place for questions like this.
Good example, which also gives some advice on using the engine:
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=50698
And, some the the pros and cons:
>Did I miss a press release? Unity is free for indies until something like $100k/year, right?
I'm aware, but there is a method to my madness here. Although that is true I'd rather not have my work branded with the Unity Personal intro, and while that may not seem like a big deal to you, and me to a consumer it may say otherwise.
> Even if you were, would $75/month matter in your budget? On the same topic, would Unreal eating 5% of your revenue be a serious problem?
$75 isn't in my budget for Unity. Unreal's deal isn't bad either, but C# support is limited to non-existent.
>If you must have free, how about Blender? Or Ogre? Surely you've done a google search for "free 3d game engine," what came up? What did you like/not like about the results?
I have.
I have nothing against paid solutions, but if I can avoid paying out the wazzu, or having a company taking a permanent bite out of me than why shouldn't I?
If you want to write a game in C++, I would recommend using this open source engine: http://irrlicht.sourceforge.net/tutorials/ I worked on a similar project a few years ago and found it quite easy to implement. I wouldn't start with the Unreal engine because it's more complex than the Quake engine above.
You should check out the free version of [Unity](www.unity3d.com) to see if game development is for you, if it is what you think it is, etc. You can use your C# skillz to get the flavor of game development. Oh and there's Microsoft's XNA Studio, which uses C# and managed code. Sorry I don't know a link for that off the top of my head but it should be easy to find.
Then if you want to get into C++ you can maybe check out one of the free engines, like Irrlicht or one of the many engines listed here. Use the search facility to search for engines by language.
Learning C++ is as difficult/easy as any other language. Everybody has different opinions and the only way is to plow through enough books until you find an author that speaks your language. I recommend a O'Reilly Safari books online subscription for this. As somebody else noted, a couple of the whiz bang C++ features you asked about are still pretty new and bleeding edge. They are barely implemented in compilers, let alone documented (because who in their right mind documents anything, huh?) Also I doubt if you would find any engines using these features yet.
Good luck. You're on a slippery slope and you're going to need it.
Irrlicht is a great engine. There is a C# wrapper (not sure if that will run in Mono), but it is natively written in C++.
The engine, although in 3D, supports and has a great set of 2D functions (includes GUI!). Supports software and opengl wrappers (for cross platform).
I find the articles to be fine, it first sounded like a clean idea to me. The implementation can vary depending on what you're doing though. Here's one implementation with the irrlicht engine. I've tried a component based approach and immediately ditched it. It really isn't worth it if you're making a game/game engine. It's far more easier and more fun to make the engine less generalized. But if you really want to use a component based design, then I won't argue with you.
Besides Ogre3D you can as well try out
Irrlicht: http://irrlicht.sourceforge.net/ Panda3d: http://www.panda3d.org/
Where in the world can you go to graduate school where game design will be the emphasis of your studies? I r interested!
Even if you're a great programmer, if you suck at making art assets like myself, your game can look a bit shitty without a dedicated artist. For anyone who hasn't worked with it before, don't take this as an indicator of OGRE's quality as an engine. I've seen OGRE do some amazing stuff (I've done some graphic dev in Irrlicht but plan on learning OGRE this summer).
For contrast, check out this game, also made in OGRE.
The game is written on a custom version of Irrlicht. An older version of the engine is available under a GPL3 license here: https://github.com/AndreaJens/SchwarzerblitzEngine.
No plans for direct Linux support, due to me having written the game to use DirectX libraries, but it can be run quite reliably using Steam Proton 3.7-8, 4.2-9, or 4.11-3
> Or A Old Game Engine From 2000 Or Something If You Know An Old Game Engine Make Sure That You Don't Need To Code In It
What you are asking for is conflicting, all the old engines are purely code. Playstation 2's engine was also pure code and very frustrating to work with.
​
> I Want That Old Play Station 2 Look To My Games.
The Godot engine works a lot like how the old Playstation 2 engines worked, it's like a modern interpretation of the old engines, you should give it a try. Just use the simple shaders.
Besides that check http://irrlicht.sourceforge.net/ very old schools engine, no editor.
You should ask here http://irrlicht.sourceforge.net/forum/index.php
this subreddit is dead most of the time. Anyway, I think you should check the download, maybe is corrupted, so you should donwload again.
It doesn't need to be used in a game, friend, it's an acronym, used in reviews, forums etc.
Like for instance here : https://www.gog.com/forum/general_archive/what_is_tpp/page1
A thread from 2010, Gog used it as a tag even then.
Or this thread from 2009. about Skyrim, titled "FPP or TPP" http://www.gamesas.com/fpp-tpp-t102761.html
Or this poll from 2006. asking is FPP or TPP better: http://irrlicht.sourceforge.net/forum/viewtopic.php?p=73020
Do you need more examples, friend?
Thanks Pathogen-David for the detailed explanation and code!
However, when I try to compile your code I get:
g++ -I../../include -I/usr/X11R6/include -O3 -ffast-math main.cpp -o ../../bin/Linux/01.HelloWorld -L../../lib/Linux -lIrrlicht -L/usr/X11R6/lib -lGL -lXxf86vm -lXext -lX11 -lXcursor main.cpp:1:10: fatal error: Irrlicht.h: No such file or directory #include <Irrlicht.h> ^~~~~~~~~~~~ compilation terminated. Makefile:47: recipe for target 'all_linux' failed make: *** [all_linux] Error 1
wich makes no sense since I can compile the irrlicht tutorial examples (http://irrlicht.sourceforge.net/docu/example001.html) successfully which also contain a #include <Irrlicht.h>.
What could be happening here?
Well either way you'll be drawing with something like DirectX or OpenGL. Most likely OpenGL because you want it to work on both Windows and Linux(natively I assume). These APIs are very low level and confusing to use so I still recommend using a game or graphics engine. There are many light weight graphics engines out there like SDL(https://www.libsdl.org/index.php) and Irrlicht Engine(http://irrlicht.sourceforge.net/) for example.
Yes correct this example show how to do it on windows win32 you can extrapolate to SFML window. A starting point could be the info in this thread
Bit of a broad question so I'm going to assume you're having trouble knowing where to start. If so, check out irrlicht. Grab one of the early versions and browse the source code, it's easy to see what's going on with the game engine. Supports OpenGL and DirectX so good to get to grips with whichever you use.
It’d be nice, wouldn’t it? (Generic programming) specialization, however, is not (OOP) inheritance. While inheritance has that facility for reducing code duplication, template specialization does not.
Or do you mean literally inherit using C++’s OOP facilities? I’m getting them from a library, (this is the file), and it doesn’t have any virtual functions, but that might be a good trick anyway. Still feels like a trick, though—it won’t be a seamless experience. I’d rather just specialize the library template.
It might be fun to generalize the library to work with rational types, but I doubt they’d like me polluting their actually pretty clean code with the kind of nonsense I’d have to use to provide such an obscure (and orthogonal to the purpose of 3d graphics) facility.
I could look and see if another 3D geometry library would appreciate the specialization of rationally describable planes.
Read about Adapter Pattern. Then head to the http://irrlicht.sourceforge.net/ and look at texture classes (interface, opengl and directx version). You can also take a look at my Android open-source 2D engine: Sathra. One of it's main design goals was to be data driven.
Data Driven paradigm is great and has many advantages.
If suggest you check out the code of the Irrlicht Engine. The code is well written and easy to understand (as easy as it can get with C++). You can code some 3D demos using this engine, and then read the engine code to see how it accomplishes the things you needed. Great learning experience, afterwards you should be able to emulate it in your own engine to some degree.
Or continue to do a gameplay layer on your rendering engine =)
You could go for something like irrlicht if you only want a rendering engine though. Or XNA (but i'm unsure on what level the rendering components there are as I have not used it).
This is all moot as usually you abstract the renderer, e.g. GraphicsDevice->DrawPrimitive(...). You can implement GraphicsDevice in D3D, OpenGL, or whatever. Irrlicht for example has 5 rendering drivers.
But you know what happens when I have a bug in my GraphicsDevice? I debug the Direct3D version first, in Visual Studio, with real tools. Then, once it's figured out, it get's rewritten with glBegin()...glEnd()
It has nothing to do with market share, or microsoft 'domination'; It has to do with getting a game to market in a reasonable amount of time on a limited budget.