Survey of Game Developer's Tools?

Nibbie
Posts: 2
Joined: 2009.01
Post: #16
Aarku, where is this Mac Irrlicht running?
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Member
Posts: 70
Joined: 2002.07
Post: #17
aarku Wrote:Here's a big database:
http://www.devmaster.net/engines/

Notice the "advanced search" feature.

I did not know about that. Soon dim3 will join the ranks, and move it up to 301. Smile

[>] Brian
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Member
Posts: 567
Joined: 2004.07
Post: #18
I use blender, though that is more targeted toward the rendering/CGI film end. (see project orange, link on the blender page).

It's not magic, it's Ruby.
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Moderator
Posts: 1,140
Joined: 2005.07
Post: #19
Blender does have a game editor within it, though.
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Member
Posts: 469
Joined: 2002.10
Post: #20
whogben Wrote:Aarku, where is this Mac Irrlicht running?
There's no default mac build for irrlicht. To get it running, you'd have to download the source and tweak where necessary to build it. Others have reportedly got it working without a whole lot of hassle, but that's all relative. The project has no official mac developer support, but they're looking.

Anyhow, the link is in my previous post. (damned non-underlined links theme)

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Member
Posts: 715
Joined: 2003.04
Post: #21
Just found Keneva at a Game Producers blog, it allows you to develop a MMO game and publish it through them, as usual its for Windows.


Oh and there is Multiverse too. Does the same thing, Mostly.
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Member
Posts: 204
Joined: 2002.09
Post: #22
I thought I'd to add Inspire to the list:

http://www.littlegenerals.com/inspire/

It can now export to Alias FBX (for all you Unity folks), and includes an API with sample code so you can write your own exporter.

In my next project I plan on using Wings3D for modelling, Inspire for animating, ODE for physics, and to incorporate the handy dim3 libraries (to display Inspire native format) into my current C engine.
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Moderator
Posts: 529
Joined: 2003.03
Post: #23
KittyMac Wrote:I thought I'd to add Inspire to the list:

http://www.littlegenerals.com/inspire/

It can now export to Alias FBX (for all you Unity folks), and includes an API with sample code so you can write your own exporter.

In my next project I plan on using Wings3D for modelling, Inspire for animating, ODE for physics, and to incorporate the handy dim3 libraries (to display Inspire native format) into my current C engine.

You have just made a slew of Unity people on a budget incredibly happy, sir.

"Yes, well, that's the sort of blinkered, Philistine pig-ignorance I've come to expect from you non-creative garbage."
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