"Raging Tiger" <RagingTiger.RemoveThis@gmail.com> wrote in message
news:da7c62bd-d001-445f-b44a-d37c16ab23a4@r15g2000prh.googlegroups.com...
> Some great work, Rob. How did you like going to 3D from 2D
> development? My experience has been strictly with hand-drawn maps and
> pieces for my games, but I've been playing with Blender.
>
> How was the migration to a 3D platform?
>
I've not really done any games on the PC platform, so I don't know much
about the 2d side so can't comment too much.
The learning curve for 3d has been a bit steep and there have been times
where I have been cursing myself for doing it - like a few weeks back where
I was trying to figure out how to put dynamic text on the units. I can
remember thinking that if I had done it in 2d the problem would have been
solved very easily!
Still, I do enjoy the 3d side. I started with a 3d graphics engine that I
wrote about 2 years ago, but after I finished it I couldn't figure out a use
for it and it just gathered dust. Earlier this year/late last year I started
an app to take shuttle elevation data and create maps from that.
(http://ooan.blogspot.com/search/label/Contours). I originally wanted to use
this for a wargame, but I decided it wasn't really usable for the scale I
was looking at so it got shelved.
Over the last year or so I have learnt a lot about 3d, but I'm also aware
that I'm just scratching the surface with it. Even trivial things like 'how
do I make terrain with multiple textures?' took a while to solve.
I have looked at blender for modeling in game elements, but in the end I
decided to go for an approach where the units and the terrain are all
dynamically created on the fly. This way I wouldn't have to learn how to
model myself!
I think I decided to go with 3d, because it looked like I'd have to use the
same Microsoft API's for 2d, that is unless I went down the old GDI route. I
figured if I have to learn direct-x for 2d, I might as well go the whole hog
and learn 3d!
It's good writing games rather than business apps, they look cool and in my
case it even interests the family when I got nice 3d things moving around.
In many ways I'm lucky, in that by developing this as an amateur rather than
as part of a company, I can take as many risks as I see fit or try out many
things, all without fear of wasting money. My library routines are already
building up and there are many aspects with the current game, such as the
map, that can easily be adapted for other purposes.
RobP