which is better? actual modeled bullets or instant hit ray sensors? this is in the context of an FPS. and what are the advantages and disadvantages of either way
Generally (though not always) it’s best to use the raysensor, because if dynamic actors move too quickly, they don’t register a collision. Like a bullet for example. However, if it’s slow enough moving, it should work fine to have a physical object.
well,
to tell you the truth…
I think this is the best way to go about a 3d shooter, untill we get ogre working:
http://www.crystalspace3d.org/tikiwiki/tiki-view_articles.php
They have a true 3d first person shooter template, and a verry nice rendering engine to back it up.
It is a real one… not just a series of scripted workarounds to get, a FPS like effect…
you can switch weaponds
Jump
duck
climb
swim
etc…
You can develope right in blender, and unlike the current blender game engine, you can access the GLSL shaders without even programming!
Lightmapping is automatic,
and there are lots of things already pre-rolled for you to get going on making a real 3d shooter.
Static shadows
a terrain system, with child meshes for foliage
a skybox system
AI
HDR lighting
I always say," use the right tool for the job"… you will just be wasting your time with the current BGE…
well, unless you are doing a doom1 or marathon remake.
Hope this helps…
1 i agree with Dim on that an object movin 2 fast wont register a collision. 2 but doesnt using a template almost defeat the purpose of “making a game by yourself”? Its kind of cheating…
Short, sweet and correct. I like your style Dim.
I would just like to add that adding force to objects using the ray sensor method can be acomplished by simply spawing a forward moving object at the collision point (and you can determine that with getHitPosition()).
This method is demonstrated in the fps template.
Yes it does, but you have to get that starting knowledge from somewhere. There is nothing wrong with using someones’ abstrated layer, if you can break it down, and learn how to mod it further.
I guess alot of it depends on wether or not your doing it to became a better programmer, or simply to have the game done as soon as possible.
yeah its really a matter of opinion. i just thought that using someone else’s “template” iskinda cheap…but thats just my opinion
yeah its really a matter of opinion. i just thought that using someone else’s “template” iskinda cheap.
It is verry cheap… Game developers do it all the time for rapid development.
they save lots of time and money.
For a programming student tho I guess it is better to do all your own things at least once…
that way,if you ever need to re-invent the wheel, you will already have a good “plan of attack” ready for them.
not really so long as you use that extra time you’ve now got to develop your game.
Maybe add some more sound engineering, or more animation. Nothing wrong with templates if you ask me. Prey was made using Doom3 engine.
And Counter-Strike was made using Half-Life engine and so on etc.
but for learning purposes you should practice that which needs practice
doesnt mean they wernt made cheaply (i’m not insulting the game itself)…but if i was a big time game company exec i would tell them to use a template, too.
okay new question: i will soon be starting production (in pre-pro right now) on my Santa’s Mob project, which will be an over-the-shoulder shooter, like Max Paine. My question is how can you make an action of switching weapons? the only way i could think of is to have each gun be attached to a floating bone hidden somewhere and when you switch, it wil snap to your hand in one frame
No, not really.
It is less expensive to use a game engine than to make one from scratch, but even then you still have game resources like: models, audio, events, logic, AI etc.
I mean there are alot of game specific issues that have to made from scratch every time. All that actually adds up to quite a sum, and considerable time spent.
For example: Even though “Portal” uses the source engine for it’s basic FPS setup, it takes quite some time to write the portal system functionality in there, and have the whole thing play nice. Then someone has to go design all the levels, model them, texture them, write event’s, place obstacles, make the game “fun” (that one usually takes alot of trial and error), hunt down bugs, and so on and so forth. It’s not easy.
So, you see my point here? Having an engine to start with is like having a base for a house. You still have to build the whole house on top of it though, so it’s not simply plugin in what you want, and shipping it out to be sold.
over-the-shoulder shooter
That is also known as a 3rd person shooter… I love that genra!!
Hope we get to see your demo
sounds like you got a good sense of humour for the storyline too,
bye the time you get up to par for such a shooter, the Ogre stuff should be there for you…
But why do that… why not make your own render engine!!!
and Skip the blender part too…
Just take your elite non-syntax hi lighted note-pad out and start coding all your models in the text .OBJ format
Wait!! better yet, program your own Kernel,and your own OS then make your own note pad!!
OMG this is getting really Elite now! omg I bet it will be an awesome game!
If you live long enough to Finnish it, Ha ha!
It will be really cheap, and really FREE! if your time means nothing to you, and you conciter your programming time cheap.
I like your attitude! Go gett’em!
Ha ha…
sorry for the sarcasm, I couldent help myself.
Think I am going to start a logging company… Rather than buy my men tools, I will have them mine some Iron… fabricate a smelt, and have them forge their own tools!!
Sure we may never topple even 1 tree before bankruptcy, But , just think of all the elite bragging rights we will have!
Think I am going to go add this to my stand up act…
Thanks for the material guys
The Easter bunny mob is in it too. One thing that sucks with blender (2.41, at least) is that a mesh thats been bended with armatures doesnt update the bounding box of that mesh! Unless theres something im missing…
and Social:
i see now…