Simple 3D Game Engine(well not that simple)

Nibbie
Posts: 1
Joined: 2010.03
Post: #1
every time I play MountainSheep's Minigore I get more & more intrested in developing for the iPhone/iPod Touch.
Reason being: I love the game engine.
I would love to learn about how to make a 3D game engine such as the one used to make minigore
(but of course MountainSheep used an in-house game engine to create minigore so I can't buy it).

Anyone know of anyone who is currently(or already has developed) developing a 3D game engine for the iPhone? if so please tell me where I can get in contact with them!!!
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Apprentice
Posts: 14
Joined: 2009.06
Post: #2
Do you have any programming skills? make a game or even worst a 3d engine is not a trivial task, you need a lot of time to make something usable

If you want to do any game, then pick up any engine and try yourself, Unity3D, SIO2, Oolong, Airplay.
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Moderator
Posts: 452
Joined: 2008.04
Post: #3
Someone always mentions Unity3D in these sorts of threads, and for good reason. Their engine works on the iPhone and it's pretty good for people who don't have a lot of programming experience.

http://unity3d.com/

Howling Moon Software - CrayonBall for Mac and iPhone, Contract Game Dev Work
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Member
Posts: 166
Joined: 2009.04
Post: #4
geoface Wrote:every time I play MountainSheep's Minigore I get more & more intrested in developing for the iPhone/iPod Touch.
Reason being: I love the game engine.
I would love to learn about how to make a 3D game engine such as the one used to make minigore
(but of course MountainSheep used an in-house game engine to create minigore so I can't buy it).

Anyone know of anyone who is currently(or already has developed) developing a 3D game engine for the iPhone? if so please tell me where I can get in contact with them!!!

I can send you the full source code for my 3d/2d engine ... it is kind of big , running at about 100 C++ classes + separate VFP/Neon asm files ( not to mention using 3rd party libraries like Bullet,Freefont, Boost and Img Tech SDK) but it does cover a lot of ground.

I don't know exactly what you are looking for but here is a few sample videos of that thing in action:

http://www.warmi.net/tmp/HaveBlue2.mov
http://www.warmi.net/tmp/Jaiqua.mov
http://www.warmi.net/tmp/skelAnim.mov
http://www.warmi.net/tmp/stonedemo.mov
http://www.warmi.net/tmp/scratchme.mov
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Member
Posts: 440
Joined: 2002.09
Post: #5
geoface Wrote:Reason being: I love the game engine.
I'm betting you love the art more than the engine - you just don't know it Wink For all I know they have some serious tech under the hood but if someone were to build an engine specifically for this game it wouldn't need to be all that sophisticated (relatively speaking). The art on the other hand is extremely well done, and that alone makes the game stand out.

I guess what I'm trying to say is that you can buy code, or Unity, or whatever, and have all the greatest tech under the hood but if your art sucks it won't matter. Simple Engine + Great Art > Bleeding Edge Engine + Bad Art.
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Member
Posts: 95
Joined: 2009.09
Post: #6
If you really want to do it by yourself you have to learn how to work with OpenGL ES.

There is a great free tutorial on Jeff Lamarches Blog :
http://iphonedevelopment.blogspot.com/20...basic.html

It really depends on what type of game you want to make, though I believe if you want to have a 3D Engine like minigore you would be inventing the wheel again by doing your own one. Skillwise I believe school-level geometry would be sufficient but you definitely had to have fun in your trigonometry classes to build a 3DEngine!

When I started I wrote a 3D engine catered to my exact needs which is working quite nice now. I also blogged about how well it worked after some people here complained I was not using OpenGL ES in the usual way Grin
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Member
Posts: 43
Joined: 2009.10
Post: #7
Bersaelor Wrote:When I started I wrote a 3D engine catered to my exact needs which is working quite nice now. I also blogged about how well it worked after some people here complained I was not using OpenGL ES in the usual way Grin

I don't see anything wrong with how you were using openGL. Batch drawing is considered standard practice, but also means you have to do all the transformations on the CPU if the batch includes objects requiring distinct transformations, as you noted (I'm no graphics wiz by any stretch, but I assume vertex shaders can relax this issue). It seems obvious to me that transformations should only ever be calculated when they need to be changed though. If you keep a smart set of data structures and classes, this is remarkably simple to maintain. In fact, my 2D engine does just that.

No one should stick to a "usual way" if the usual way sucks for a given application Rasp Taking odd short cuts for your specific context is precisely how the best looking stuff is made.
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Member
Posts: 95
Joined: 2009.09
Post: #8
Quote:No one should stick to a "usual way" if the usual way sucks for a given application Taking odd short cuts for your specific context is precisely how the best looking stuff is made.

Signed Smile

I think the discussion was in this post.
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Nibbie
Posts: 1
Joined: 2010.04
Post: #9
warmi Wrote:I can send you the full source code for my 3d/2d engine ... it is kind of big , running at about 100 C++ classes + separate VFP/Neon asm files ( not to mention using 3rd party libraries like Bullet,Freefont, Boost and Img Tech SDK) but it does cover a lot of ground.

I don't know exactly what you are looking for but here is a few sample videos of that thing in action:

http://www.warmi.net/tmp/HaveBlue2.mov
http://www.warmi.net/tmp/Jaiqua.mov
http://www.warmi.net/tmp/skelAnim.mov
http://www.warmi.net/tmp/stonedemo.mov
http://www.warmi.net/tmp/scratchme.mov

I'd love to take a look at your code, if you don't mind someone playing with it. It looks quite nice from the vids.
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Nibbie
Posts: 4
Joined: 2008.10
Post: #10
Yup look really nice, would love to take a look at your code as well and compare the performance with SIO2 Wink Send me a copy if you have a chance...

TIA,

Cheers!
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