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.
Game Pipelines
Re: Game Pipelines
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
http://www.gamecore3d.com/content/gamecore/overview" onclick="window.open(this.href);return false;
Jim
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Re: Game Pipelines
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.
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
YafaRay for trueSpace Project
(Current version: v0.7.0)
trueSpacePlugins.com
- Math Path
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Re: Game Pipelines
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:
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 273 times
Re: Game Pipelines
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!
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!
Re: Game Pipelines
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.
Jim
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.
Jim
Re: Game Pipelines
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
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Re: Game Pipelines
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. Here is a nice list for you guys to figure out the best one. 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/
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/