Garrys mod has something like that too.Refpeuk wrote:Robin is right, something like that would never run in managed code. It simply interfaces with lua scripts so that modders can write addons in a simpler language, similar to Overgrowth. You can change most of Overgrowth in it's lua scripts, but the engine and logic code itself is written in C++.
3d engines?
Re: 3d engines?
- slime
- Solid Snayke
- Posts: 3162
- Joined: Mon Aug 23, 2010 6:45 am
- Location: Nova Scotia, Canada
- Contact:
Re: 3d engines?
Overgrowth uses AngelScript as a scripting language. Its syntax is very similar to C++.Refpeuk wrote:Robin is right, something like that would never run in managed code. It simply interfaces with lua scripts so that modders can write addons in a simpler language, similar to Overgrowth. You can change most of Overgrowth in it's lua scripts, but the engine and logic code itself is written in C++.
- AaronWizard
- Citizen
- Posts: 68
- Joined: Sun Nov 06, 2011 2:45 pm
- Location: Canada
Re: 3d engines?
Refpeuk wrote:C++, which is also pretty similar to lua
I've heard of Horde3D. It is like Ogre3D but smaller and has a pure C interface, so it'd be easy to write a Lua wrapper. There doesn't seem to be that many projects that use it though, so Horde3D is not "proven" like Ogre3D is. On the other hand, Ogre3D has everything plus the kitchen sink when it comes to rendering so it's kind of big.
Of course, I haven't used either of these engines. My experience in 3D is writing pure OpenGL programs which get abandoned because of things like models not showing up on the screen after I tried to mess with frame buffer objects.
- josefnpat
- Inner party member
- Posts: 955
- Joined: Wed Oct 05, 2011 1:36 am
- Location: your basement
- Contact:
Re: 3d engines?
I tried working with it. The "game" module was very poorly implemented, and I would not suggest it.veethree wrote:Blender is supposed to have some kinda game engine..i don't know much about it though.
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
Re: 3d engines?
I tried it for a bit too; it's basically a 3d version of Scratch with a lot more capability. (by this I mean logic segments as the default scripting method) As far as I know you can't compile the games into their own executables, you have to run the game projects through blender. (though don't quote me on that, I could have just missed something) Even so it's fairly impressive for what it is, I saw an example running real-time soft-body physics and some fancy shaders. Just remember, he didn't want to use Unity or UDK, so Blender is even farther in the wrong direction.josefnpat wrote:
I tried working with it. The "game" module was very poorly implemented, and I would not suggest it.
It was the best of times, it was the worst of times . . .
Re: 3d engines?
If I may: Darkplaces engine. It's based on quake engine, but heavily modified, with rather advanced graphical capability, cross-platform access, and GPL license. If I'm not mistaken it's scripted/modded via quakec, which is very similar to C, but is obviously made to work with quake-style games, and compiles into bytecode.
Re: 3d engines?
yes you get started by using the java thingbaconhawka7x wrote:What about Console developing? Where would I start with that?(2d preferably)
Who is online
Users browsing this forum: Ahrefs [Bot] and 0 guests