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)
Re:Alice (Score:4, Informative)
Re:Alice (Score:1, Informative)
In the world of 3D programming, that's an eternity.
Re:Alice (Score:5, Informative)
Re:Alice (Score:2)
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:2)
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
Re:Alice (Score:2)
Re:Alice (Score:2)
Reality Factory (Score:2)
Projects like Reality Factory (www.realityfactory.ca) are very useful for developers looking to script a bit, but not dive into the low-level C++ coding, which is what it sounds like you are looking for.
skillset (Score:3, Insightful)
Re:skillset (Score:2, Insightful)
Re:skillset (Score:3, Insightful)
This is akin to saying that the NFL doesn't make it easy for high school players to get drafted.
Re:skillset (Score:3, Insightful)
No, it's more like saying the minor leagues doesn't make it easy... no, not quite, more like saying once you're out of HS there's really not much infrastructure for learning any given sport.
Re:skillset (Score:2)
Nevertheless, Here are some starters:
Citadel vs. Bazaar (Score:1)
Re:Citadel vs. Bazaar (Score:1)
Googling for tutorials should turn something up - a cursory glance shows a tremendous number of them available.
I can give you some general advice: try to keep frustration at bay. 3d is HARD to get a grasp on completely unless you're one of those supergeniu
Re:Citadel vs. Bazaar (Score:2, Informative)
Re:Citadel vs. Bazaar (Score:3, Insightful)
If you want to know something and I can say RTFM, and point you to a good manual (on my desk right now I have the C Bible and a well known book about compilers), that has taught thousands of people in the past, isn't it a lot simpler and less risky then me trying to explain something that I've never explained before (most profs I know that are teaching a new co
Re:Citadel vs. Bazaar (Score:1)
When it comes to forums on the other hand, why haven't any specific ones been mentioned here?
Re:Citadel vs. Bazaar (Score:3, Insightful)
As opposed to many people doing the exact same thing? Take graphics, I have the book "Computer Graphics: Principles and Practice" by 4 different people. The thing is huge, and pretty comprehensive about 2D and 3D graphics. But all they did was create the "one true way." Would the book be different if only one author had written it? Probably not.
And play a game? The game that programmers play is called "
Re:skillset (Score:3, 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:skillset (Score:1, Informative)
Re:skillset (Score:2, Insightful)
Re:skillset (Score:3, Insightful)
Unless the person's real interest is in learning about culling algorithms with the eventual goal of improving on them or inventing new ones, please don't tell them to write a 3D engine from scratch and then sometime later start looking up things on how to implement their own culling algorithms from scratch. For them it would be a waste of time, u
Re:skillset (Score:5, Insightful)
See, most people who work in the games industry don't write 3D engines. And the ones that do often don't get to actually work on games, they get shunted off into R&D or game support roles. The rest of us write other systems, like AI or physics or GUI/HUD or cameras, or any number of other things. Or we implement gameplay stuff using all of the above systems (that's what I do, yay me!)
For some reason though, the graphics programming aspect has glamour. Maybe it's just the easiest one to see a result from, I dunno. But whatever the reason is, you can virtually guarantee that unless you're a really outstanding graphics programmer, you'll be doing something else a most of the time.
And if the op is doing this solely as a hobby project, I'd offer my opinion that working on some of these other areas of a game is more accessible, and more fun, than doing graphics stuff. Just writing graphics code won't really result in a playable game, whereas writing some basic AI gets you into the realm of simple games of many kinds. But at the end of the day, if he or she ss asking for a graphics engine, I guess graphics isn't really what they want to work on
Re:skillset (Score:2)
Maybe not actually learn to code an engine, but reading some background information on how they work at the core level could be helpful.
Re:skillset (Score:3, Funny)
Caveman: "I'm hungry. I want to hunt for some small rodents. I'm not very fast or strong and I really would like some food now. Know where I can find where some hide?"
Cavedot: "Oh, you don't want to do that. What you reall want to do is catch a wooly mammoth, you'll appreciate the meat so much more, and you'll learn how to take down an 8 ton beast in the process.. what could be cooler than that? What you should do is go over there and lift those rocks until you get strong enough, then go find a
Re:OpelGL == Beating a dead horse (Score:2)
Re:OpelGL == Beating a dead horse (Score:2)
Re:OpelGL == Beating a dead horse (Score:2)
Re:OpelGL == Beating a dead horse (Score:2)
Re:skillset (Score:2)
Re:skillset (Score:2)
The guy asks for suggestions on a good 3d engine and yours is to code it from scratch, but in what language? If you want built in functions or object orientation you are asking for something for nothing.
All those high level languages are for wimps, why don't you get the skillset to code the whole thing in assembly or raw binary?
Any skill requires some sort of investment, either financial or p
Couldn't resist. (Score:2)
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)
Re:Ogre 3d (Score:5, Informative)
Re:Ogre 3d (Score:3, 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.
Re:Blender (Score:2, Informative)
Ogre and friends (Score:4, Insightful)
Of course, there's also Yake [yake.org], which is more aimed at being a complete game development framework.
If you're not interested in building a game from scratch, have you looked into implementing your game as a mod for some already existing game?
Mod mod mod (Score:5, Insightful)
Mod parent up for suggesting a mod.
Seriously.
Unless you have VERY specific requirements for your game, you should be able to get quite far by creating a mod for an existing game. Now, that could either be a close sourced game or an open sourced game, that's entirely up to you.
Since you stated that your game is never going to make any money anyway, going with a commercial, open source game seems viable. This opens up the possibilities even further. Depending on the type of game you had in mind, Quake3 and Descent2 are both mod'able and both have their source code freely available.
If you don't want to use a commercial open source game, you could use one of the many "free" open source game (feel free to insert the obligatory speech and beer comments here), e.g. Vegastrike ( http://vegastrike.sourceforge.net/ [sourceforge.net] ).
All that said, you don't NEED the source if you can keep it 100% in the mod realm - and people have done some amazing things with mods!
Re:Mod mod mod (Score:1)
Re:Ogre and friends (Score:1)
Re:Ogre and friends (Score:2)
I'd go a step further. Grab quakeworld(preferably a fork like ezquake of ftequake, depending on what you need) learn quakec, and make a mod. Anything you can't do in quakec, mod the client to do. In the end you'll already have real nice netcode and a good overall game base, and have other people adding features you can easily adapt to your game.
3d engine (Score:1)
http://www.panda3d.org/ [panda3d.org]
It's designed to be simple; and is in use by major game developers
Delta3D (Score:1)
Good question... (Score:1)
Pick two... (Score:4, Insightful)
You get any two.
Re:Pick two... (Score:3, Funny)
Re:Pick two... (Score:2)
You get any two."
www.blender.org - it can use logic blocks that you visually connect or python scripting for game logic - easy. It is GPL licensed - open source. It is fully 3D game engine - graphics (including GLSL if you use python); physics; sound; armature system; logic system; etc. So there are options for all three.
Re:Pick two... (Score:2)
Good point. Let me revise the OP:
Simple, Open Source, Robust, 3D Game Engine. Pick at most three.
Re:Pick two... (Score:2)
Why, yes. If what you want doesn't exist, write it your-fscking-self. If other people want it too, they might even help you.
Panda3D (Score:1)
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.
Re:Torque (Score:3, Informative)
www.garagegames.com
Re:Torque (Score:1)
Re:Torque (Score:1)
Re:Torque (Score:2)
I agree with you, Milkshape is worse than hell, but I like to point out that no matter what 3D modeling package you use, there is an art pipeline into TGE. That, and the community rocks (disclaimer: I do own both TGE and TGB. Both are awesome. Have been working with TGE
Re:Torque (Score:2)
Re:Torque (Score:2)
scripting language... very C like (Score:2)
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
Re: (Score:2)
Re:Game coding is not for beginners (Score:3, Insightful)
3DCK was way way too complicated. I had a copy of it when it first came out for the Amiga, and didn't get very far; it was even worse than the SecondLife modeller (which is saying something) and only being able to walk around kind of boring virtual worlds, shooting a laser into the middle or so, was more than limited.
I don't think anyone made any decent games or even virtual worlds in it, that were ever available on public domain BBS or so.
Re:Game coding is not for beginners (Score:1)
Re:Game coding is not for beginners (Score:2)
I disagree; I had a great time with it making 3d adventure games. That ran like consumptive dogs. I suspect they would run somewhat more quickly today.
TWW
Re:Game coding is not for beginners (Score:1)
http://sourceforge.net/projects/wf-gdk/ [sourceforge.net]
Except that Blender does it (Score:3, Interesting)
Except that Blender actually does have such a thing. You actually can build a game from scratch by pointing and clicking. It's not easy, but it's quite possible. Get the Blender Game Kit book with sample games and start from there. It's relatively easy to do something at the Marble Madness level, and a goo
Quake engines (Score:5, Informative)
Re:Quake engines (Score:2)
The Quake code is very well written and organized. Reading it would give an aspiring game programmer some useful ideas of what to think about when designing a game engine.
Re:Quake engines (Score:2)
I repeat: don't use them. There's been a LOT of open source development going into all three of quake engines.
Indeed. This is especially true for the older engines. John Carmack apparently had to hack a lot of things in order to get the games to perform adequately on whatever hardware he was targetting. Thanks to Moore's law, a lot of those contraints no longer apply, and free software developers are taking advantage of that fact.
Game design is not for beginners (Score:2, Insightful)
Re:Game design is not for beginners (Score:1)
Re:Game design is not for beginners (Score:2)
Irrlicht (Score:3, Informative)
It's relativily easy and yet versatile and powerfull
A bit of a contradiction (Score:5, Insightful)
So let me get this straight: you're looking for an engine which allows you to build something you readily admit you are unable to build?
This is rather baffling. It seems like your skillset (scripting, basic coding, no modelling or worldcraft) would strongly recommend itself to modding or storytelling within existing commercial engines where there's a huge base of art, maps, models and media inherently available, which let you do the scripting and writing with little compulsory art design. If you want to do something FPS style, why not Source? If you want to do something RPG style, why not NWN2 [wikipedia.org] when it comes out, or NWN [wikipedia.org] now? As nice as it would be to have an open source alternative, a high quality open source game SDK with all the functionality of the more comprehensive commercial equivalents (with the various fan-made tools which have been created to complement them) simply does not exist.
Steam activation (Score:1)
why not Source?
Steam's activation is the problem. I've read horror stories here on Slashdot of overloaded activation servers and inability to play on machines that are never connected to the Internet for security or economic reasons.
Re:Steam activation (Score:2, Insightful)
Re:A bit of a contradiction (Score:2)
Moreover, the original question was for a simple open source eng
Re:A bit of a contradiction (Score:4, Insightful)
This is rather baffling.
There's nothing out of the ordinary about a person admitting that they are not very familiar with how to properly implement a very complicated system. Looking for a packaged suite is quite typical.
While you may be competent enough to write an inventory control system, that doesn't mean you are confident or even interested in discovering, coding, and implmenting the features that stock managers would consider "basic"...especially with the wide variation from industry to industry (discovery!).
This should help relieve your baffle.
Spring! Open source RTS Engine (Score:1)
Spring is an open source RTS Engine, created by fans of Total Annihilation. There is actually an active gaming community, and mods based on the engine, like Star Wars : Spring [planetannihilation.com], based on the SW:TA mod.
Toruqe (Score:4, Informative)
Panda3D (Score:4, Interesting)
What is Panda3D?
Panda3D is a 3D engine: a library of subroutines for 3D rendering and game development. The library is C++ with a set of Python bindings. Game development with Panda3D usually consists of writing a Python program that controls the the Panda3D library.
Panda3D is unusual in that its design emphasis is on supporting a short learning curve and rapid development. It is ideal whenever deadlines are tight and turnaround time is of the essence.
For example, in a class called Building Virtual Worlds at the Entertainment Technology Center, interdisciplinary groups of four students are asked to create virtual worlds in two weeks each. Screenshots of their projects are visible throughout this site. Panda3D is what makes this rapid turnaround possible.
Panda3D was developed by Disney for their massively multiplayer online game, Toontown. It was released as free software in 2002. Panda3D is now developed jointly by Disney and Carnegie Mellon University's Entertainment Technology Center.
The Build Engine - the engine behind Duke Nukem 3D (Score:1)
The engine behind Duke Nukem 3D (and Shadow Warrior) was written by Ken Silverman, and was called the "Build Engine." Ken released the source code for the engine in 2000, then 3D Realms released the code for Duke in 2003 and for Shadow Warrior in 2005.
Jonathan Fowler (JonoF) has ported all of these from Win95/Win98 to WinXP, with Ken Silverman's help.
At the very least, give the games a try -
Try the Blender Game Engine (Score:2, Informative)
Isometric engines? (Score:1)
Re:Isometric engines? (Score:1)
Re:Isometric engines? (Score:3, Informative)
Cheers!
--clint
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: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 examp
UT (Score:2)
Given how old the original UT is, that might surprise you a bit...however, it's an extremely capable engine, nearly everything's scriptable, (UnrealScript is a cut down Java) and mapping is infinitely faster and easier than for the Quakes. You've also got an enormous amount of existing code examples available online, in the sense that the source for UnrealScript mods and mutators can be extracted from the
G3D (Score:2)
http://g3d-cpp.sf.net/ [sf.net]
-m
Game Engine vs. Graphics Engine (Score:2, Interesting)
Yake, on the other hand, integrates Ogre and ODE (a physics engine)
Ideally, today's games require that a game engine would need these components:
1. Graphics engine
2. Sound engine
3. AI/Gameplay/Scripting engines
4. Common Client/Server/Game framework
5
I expect 98c change from this dollar (Score:2, Informative)
serious sam (Score:2)
100 bucks... come on!
Try the Build engine ... (Score:2)