Game Pipelines

Game Engines, Projects and more
v3rd3
Lieutenant Commander
Posts: 1103
Joined: 21 May 2009, 20:04

Re: Game Pipelines

Post by v3rd3 » 26 May 2009, 08:08

Just thinking out loud that there are likely many who would jump at creating a game if a pipeline was presented here that would be supported by the members of the community.

I think the Califorums discussion of game development became fractured when Gamespace was moved into its own world. It would be fun to see more game developers in our midst.

JimB
Chief Petty Officer
Posts: 114
Joined: 21 May 2009, 20:34

Re: Game Pipelines

Post by JimB » 28 May 2009, 18:54

I have a license for GameCore and there does'nt seem to be a pipeline between TS and GameCore for animated entities ,that is without being able to export out of TS as fbx. :(
http://www.gamecore3d.com/content/gamecore/overview" onclick="window.open(this.href);return false;

Jim

Jack Edwards
Senior Chief Petty Officer
Posts: 181
Joined: 22 May 2009, 04:28

Re: Game Pipelines

Post by Jack Edwards » 28 May 2009, 20:38

I'm going to definitely try to implement FBX animation support. But it'll have to be with the version 2.0 for my FBX plugin. Immediate priority will be geometry support.

I've got an RPG game project that I might be interested in teaming up with someone on, but it'll be some months before I have time to even think about that. ;)
No booleans were used in the mangling of this message... :?

YafaRay for trueSpace Project

(Current version: v0.7.0)

trueSpacePlugins.com

User avatar
Math Path
Chief Petty Officer
Posts: 92
Joined: 22 May 2009, 18:06
Type the number ten into the box: 0
Location: Germany

Re: Game Pipelines

Post by Math Path » 30 May 2009, 10:49

I'm using the 'DX Studio' engine. http://www.dxstudio.com/index.aspx
It is IMO the best overall product for very reasonable price and relative easy usability. However it is not one of 'click'n play engines' out there. It's available in 3 versions:

- freeware (with limited functionality, but not time limited )
- non commercial (standard/pro - pro with networking support)
- commercial (standard/pro)

You can setup it in no time to get visual feedback of your ideas / test scenes etc. It is JavaScript driven so for TS-scripters no problem at all.

I've attached small demo (imported physics animation from TrueSpace) as AVI file:
Attachments
crash.zip
AVI file in ZIP
(725.21 KiB) Downloaded 87 times

User avatar
3dfrog
Senior Chief Petty Officer
Posts: 175
Joined: 21 May 2009, 21:09

Re: Game Pipelines

Post by 3dfrog » 30 May 2009, 14:58

Jim

You can import your boned and skinned and textures truespace collada and .x files into ultimate unwrap 3d and export with everything intact as fbx. I highly recommend ultimate unwrap if you need a file converter (i hear it does uv too :) ) I am 99% certain it would do the trick for you. It is well worth the 60 bucks.

Math path, that is a fantastic physics demo!

JimB
Chief Petty Officer
Posts: 114
Joined: 21 May 2009, 20:34

Re: Game Pipelines

Post by JimB » 30 May 2009, 22:22

Thanks Dennis I bought a license for UUwrap 3d soon after it was first released around 2003 or there abouts,its the best unwrapper I know.The problem is for GameCore accurate joint placement/orientation is a must also group naming convention has to be exactly to thier spec,after many tries with TS I found problem after problem with the end result.The best results were with Milkshape 3d which should'nt come as a surprise I suppose as Milkshape 3d is one of GameCores preferred modeling apps.
So the model could be made in TS and exported to a format that Milkshape 3d accepts like obj but again that brings Milkshape 3d in to the equation, so there is no direct route from TS to GameCore which I would really like.
Conclusion there always has to be another app between TS and GameCore whether it be UUwrap or Milkshape 3d, this is why people like me went with gameSpace as it was meant to rid the need for the "twenty dollar" apps but it never really happened. :lol:

Jim

User avatar
3dfrog
Senior Chief Petty Officer
Posts: 175
Joined: 21 May 2009, 21:09

Re: Game Pipelines

Post by 3dfrog » 31 May 2009, 12:32

Yeah, i always have to run ts exports through other apps to get them to other programs, except ts collada to shiva, thats the only one that has a direct pipeline. I agree it would be nice to have no need for the twenty dollar apps, guess the problem is in how every app handles files differently, maybe jack's plugin will give us some better options :)

DanX
Senior Chief Petty Officer
Posts: 177
Joined: 23 May 2009, 17:53
Type the number ten into the box: 0
Location: Florida
Contact:

Re: Game Pipelines

Post by DanX » 19 Jul 2009, 11:07

I have dabbled with game mods but never tried to build a game from scratch. But recently a new acquaintance has asked some questions so I peaked in here. Thought I would post some of my 5 minutes of research on game engines. :bananadevil: Here is a nice list for you guys to figure out the best one. :twisted: http://en.wikipedia.org/wiki/List_of_game_engines


I would think that Cryengine2 or 3 when its released would be the way to go and then if the 3D software you use don’t cut it then get an app that does. In my opinion there is no cense in spending 40 hours of hard work just to find you are limited or handicapped by your toolkit.

http://www.cryengine2.com/

Only other option would be GameStudio.

http://www.3dgamestudio.com/
Image

Post Reply