Cap'n Refsmmat Posted January 23, 2005 Posted January 23, 2005 I have a question. In really complex games such as Halo or whatever, how do they program it to do what it does? I mean, how do you get the computer to manipulate the 3D objects and such, with lighting and all that? What language do they use? Etc. The only games I can make are on my calculator in BASIC. I only know a bit of C++ as well.
Fellowes Posted January 23, 2005 Posted January 23, 2005 I wanna learn some programming like that, where would you recommend i go. as for your question, notta clue, just lots of years of being around the stuff i guess
Sayonara Posted January 24, 2005 Posted January 24, 2005 There are many different software solutions; some are modular, some are all-in-world. You will have to be more specific.
fuhrerkeebs Posted January 24, 2005 Posted January 24, 2005 In really complex games such as Halo or whatever, how do they program it to do what it does? I mean, how do you get the computer to manipulate the 3D objects and such, with lighting and all that? What language do they use? Etc. Personally, I'd go with Sayonara's suggestion and use a dev. tool, like Direct X. However, if you wanna do it yourself there are multiple ways of manipulating 3d objects, one of the most popular being matrices and spherical coordinates. And you can do it in any language, but alot of them won't give you the results you want, as alot of them are way to slow to handle all of the information.
Sayonara Posted January 24, 2005 Posted January 24, 2005 There are a couple of free 3D packages that include some excellent game engine generation capabilities. It's been ages since I've used them though, so I don't know which ones are still being developed/supported. Darkbasic is probably the best known beginner/amateur-end package.
Deified Posted January 24, 2005 Posted January 24, 2005 DarkBasic=Bleeeeeecgggghhh! Maybe its ok for beginners but I have deep-rooted prejudices against it. Halo 2 was almost surely made with Direct X, which you probably already have on your computer. It was also probably written using C++. I myself use OpenGL which is better for small scale projects. It doesn't have quite the graphical ability of Direct X, but it's easier to learn. As to manipulating 3d environments, don't attempt it 'til you have a solid grounding in C or C++. A BASIC language with 3d capabilities is a good place to start. Don't be surprised when your games don't look like Halo 2 though, 'cause it is the cutting edge in graphics.
timo Posted January 24, 2005 Posted January 24, 2005 http://www.gamedev.net would be your place to go for such questions.
Deified Posted January 24, 2005 Posted January 24, 2005 Be prepared tho', they don't take kindly to newbs. Make sure to post in the right forum and preface your post with "I'm a stupid insignificant human being" Just kidding.
Silencer Posted January 24, 2005 Posted January 24, 2005 Yeah, getting the look of games like halo and far cry requires talented texture artists, time, money, and rows upon rows of computers to do the rendering and compiling.
boka-fett Posted January 28, 2005 Posted January 28, 2005 A BASIC language with 3d capabilities is a good place to start. Don't be surprised when your games don't look like Halo 2 though, 'cause it is the cutting edge in graphics. Hehe, wouldnt that be pretty cool if he managed to program an exact equivilant on a graphing calculator somehow? Market it as,"Ti-89 Halo!" You could play live during lunch break at school! Anyway, fantacies aside, how do you think a handheld Halo would roll in the wide world of gaming?
Silencer Posted January 28, 2005 Posted January 28, 2005 ^To answer that question, just look at the success of the N-Gage.
Deified Posted January 28, 2005 Posted January 28, 2005 Yeah, getting the look of games like halo and far cry requires talented texture artists, time, money, and rows upon rows of computers to do the rendering and compiling. What about the talented modelers, level designers and programmers?
boka-fett Posted January 28, 2005 Posted January 28, 2005 ^To answer that question, just look at the success of the N-Gage. Yeah, but that would not be nearly as geeky as opposed to having it on your calculator.
Silencer Posted January 28, 2005 Posted January 28, 2005 What about the talented modelers, level designers and programmers? A level can suck but still look good. The game play can also suck whilst still looking good. You don't even need to be able to move.
Deified Posted January 29, 2005 Posted January 29, 2005 The level needs to have structure to look good. It also needs to have models or else its just a bunch of flat images. Granted, the programmers dont need to be top-tier for a game to look good, but they need to know what they are doing. Why are we even arguing about this?
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