Simple Open Source 3D Game Engines? 136
Zenitram asks: "I'm trying to find a good open source/free, 3D first/third-person game engines. I can write basic scripts and make basic programs in various programming languages, but when it comes to making 3D worlds I do not have the skill set. Most of the Open Source programs I've found are not for beginners. I've found some pretty good commercial programs, however the game I am making has no chance of ever making a profit. As such I don't really want to invest money on a personal project. Any advice?"
Alice (Score:5, Informative)
Crystal Space 3D (Score:4, Informative)
It might not be as simple as what you need, but Crystal Space 3D [crystalspace3d.org] might work.
Ogre 3d (Score:5, Informative)
Blender (Score:3, Informative)
Try Blender. It is good if you want to start learning how to make 3D stuff - some may say it's really difficult to get started with, but I say it's sometimes better to just do things with weight on your feet =) - and it has a really simple 3D game engine that's basically "join stuff with your mouse". You can script it pretty easily in Python. Blender also exports stuff pretty widely, so you can use it to model stuff for "real" 3D engines. (I've heard Blender + GtkRadiant + CrystalSpace rocks.)
And yes, 3D modeling for games is difficult when you start. Don't give up. I'm not a gigantic big expert either, but Blender is simple enough and I've seen people do amazing things with it.
Torque (Score:5, Informative)
I'm a gaming and simulation major at college, and I needed something for my senior project. I still have a year left before I have to start on it, but I decided to get a jump start.
99% of things you want to do can be done with the scripting langauge in torque, which in my opinion is very C like. Milkshape will let you export your models to
I'm working on a project with 2 friends, ones a character modeler, ones a mapper, and I'm the progamming guy to put it all together. most of what I want to do has already been done before, so all I have to do is look on the torque forums to find step by step directions on how to do everything from adding flashlights, adding vehicles, night visions, or anything else I could possibly want.
And, if you buy the upgraded lighting pack for 50$, the torque engine looks very pretty.
Game coding is not for beginners (Score:4, Informative)
Writing scripts in a game, as you say you can do, is possible only because someone wrote huge swathes of code behind it, including tying a scripting engine into hundreds or thousands of classes and objects.
If you got a "simple" tool, it would be too simple to give you the environment you are currently comfortable and competant in coding in. You need to get more complicated
Quake engines (Score:5, Informative)
Re:Torque (Score:3, Informative)
www.garagegames.com
Re:Ogre 3d (Score:5, Informative)
Re:Alice (Score:4, Informative)
Irrlicht (Score:3, Informative)
It's relativily easy and yet versatile and powerfull
Re:Ogre 3d (Score:3, Informative)
Toruqe (Score:4, Informative)
Re:skillset (Score:5, Informative)
I agree wholeheartedly with the parent. This is a hobby project, right? The point is to have fun, and to learn something? In that case, I think you'll have more fun if you don't start with a premade "game engine."
Start from scratch. It sounds intimidating, but that's just because you haven't tried it: You will be amazed at what you can do.
You don't need to spend any money. Compilers are freely-available. Between that, the web as a reference, and your own intelligence and creativity, that's all you need!
Do you know a programming language? If not: You say you can write scripts. If you can learn to write scripts, you can learn to write code. If you need to choose a language, I'd recommend C++ or Java; C++ is probably the most commonly-used language in game development. This site [cprogramming.com] was an important reference for me when I was getting started. Go through all the tutorials. Don't rush to get out of the console: It's a great place to focus on your logic and your algorithms without worrying about interfacing with graphics APIs. It's where you learn how to think about programming.
Then, graphics! I'd suggest you start with some OpenGL programming. That's for a number of reasons. It's not just that OpenGL code is widely portable: Compared to Direct3D code, it's a breeze to write. Carmack himself wrote a piece about how OpenGL programming is a straightforward, enjoyable experience.
Where to start? Try NeHe's tutorials [gamedev.net], and its parent site, gamedev.net [gamedev.net]. That's how I started writing OpenGL code, and I had a lot of fun doing it.
Then, think about what sorts of worlds you want to represent. Landscapes? Indoors? Look up the relevant algorithms and data structures. You care about spatial partitioning schemes, occlusion culling, and LOD. This is where it starts to get advanced. Here, you'll learn more than just to code; you'll learn some actual Computer Science.
You don't need to worry about this now, but when you get to the point where you're ready for it, there's stuff you can google. Spatial partitioning: BSP (older algorithm, computationally beautiful, generally used for indoors), Octtrees (more modern approach, conceptually simpler, lets you efficiently throw stuff at the graphics card), Quadtrees (variant for outdoor environments where the map extends mainly in two dimensions), K-D trees (special case of BSP which behaves more like Oct or Quad-trees). LOD: For outdoor scenes in particular: ROAM, geomipmapping. Occlusion culling and visibility: Portals, precomputed PVS, image-space techniques with occluders.
Just explore, experiment, and have fun. You'll learn a lot.
Re:Blender (Score:2, Informative)
Re:Alice (Score:5, Informative)
And personally I think http://sauerbraten.org/ [sauerbraten.org] looks interesting, but I've never used it.
Re:Alice (Score:1, Informative)
In the world of 3D programming, that's an eternity.
Try the Blender Game Engine (Score:2, Informative)
Soya3D (Score:4, Informative)
I highly recommend it.
This is over and above the other mentions of Ogre3d, Nevrax [nevrax.org], Cube/Sauerbraten, the Quakes, Nexuiz, the Worldforge projects, etc.
Re:skillset (Score:1, Informative)
I also recomend getting a book or two. Even if you just go to the library to get one. There are also a few companies that have released the source to their older stuff (Quake I/II/II, Freespace, etc...).
Above all have fun with it.
Re:Citadel vs. Bazaar (Score:2, Informative)
Re:Isometric engines? (Score:3, Informative)
Cheers!
--clint
Re:Alice (Score:1, Informative)
Sauerbraten works quite well within its limited niche. It's not an engine at all but a self-contained FPS game based on a rather unorthodox but quite efficient representation which allows world building in-game. The representation can't really be changed nor extended without a major rewrite.
There's also another problem with it
And don't bother trying to help the dev team. The leader is highly obnoxious, and all technical suggestions are greeted with foul mouthing and references to his godliness. It can be funny to watch, but you've been warned. The code is open, but the developers aren't.
Re:Alice (Score:5, Informative)
Re:Soya3D (Score:3, Informative)
It's available for GNU/Linux, MacOSX, and Windows. You can even use standard tools to build a Windows
The documentation for Soya is a bit lacking, though there's many examples available in both finished games which use it and a set of tutorials available in a seperate package for download. One example, gameskel-5, shows how easy writting a game can be.
Unlike Panda, Soya is available under a free software license (GPL-2).
Re:skillset (Score:3, Informative)
I don't think it is really worth doing 3d programming in terms of a learning experience until you know the fundimentals. If there were a tool that one could use to write graphics stuff without understanding matrix maths one would probably come out of the experience still not understanding matrix maths since one would not need it with that tool. Go to a university book shop, you should be able to find a decent mathamatics text book that covers vector spaces and linear maps, read that. Then check out the NeHe OpenGL tutorials [gamedev.net] and learn OpenGL. Now you will know the fundimentals of 3d graphics and you can just practice until you are good.
I expect 98c change from this dollar (Score:2, Informative)