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Build your own old-school 3D shooter in a weekend

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Re: Build your own old-school 3D shooter in a weekend

#73
post #18
post #12

Earlier quoted context omitted.

Uh, I had never heard about these games before. I always thought Id created the franchise. Thank you for that bit of videogame history.

The first two games were top-down 2D stealth games. The third was a pseudo-3D FPS. Most people picked up the series at the third installment, and the third installment is what made it into history books as the First Popular FPS, ignoring earlier FPSes which were Not Popular.

To be clear, Castle Wolfenstein and its sequel were written by Silas Warner and published by Muse Software, which went out of business in 1987 after going through Chapter 7 bankruptcy. Because the trademark was lapsed, Id was able to use the name for their game. But it wasn't a continuation of the original games, more like a reboot by another team and publisher.

Re: Build your own old-school 3D shooter in a weekend

#74

I think leaving the "old-school" out of the title doesn't do this justice. My first thought was, with modern engines, or even raw OpenGL that isn't that hard... I did it in a weekend for my "Advanced Computer Graphics" elective in college using OpenGL and that was 2008. But this is kind of cool... it's more of a tiny ray tracer and... well to borrow the title... old-school arcade game.

> in college using OpenGL and that was 2008 Wolf3D was 1992, 16 years before. SGI released OpenGL a few months later. IIRC, the first gfx cards were thousands of dollars. The first successful consumer gfx was 3DFX Voodoo2 in 1996. We take so much for granted nowadays.

It was just 3dfx voodoo, the 2 came later in 1998 :)

Re: Build your own old-school 3D shooter in a weekend

#76
post #69
post #58

Earlier quoted context omitted.

i wanted to like unity but not having low level access to the rendering and physics internals is intolerable.

1. What aspect of the rendering did you feel you didn't have control over with your own vertex, fragment, and compute shaders? 2. You can hook into most if not all of the physics internals by overriding Update() and FixedUpdate() functions. Unity is definitely less flexible and powerful than rolling an AAA 3D engine and editor.. But that takes years, and 95% of the time there's a way to solve the problem in Unity.

1. the primary issue is you can't properly optimize rendering and if what you want to do doesn't fit neatly into unity's architecture its gonna be dog slow and your gonna spend forever writing hacks and work arounds to get it to work.

you don't have to roll your own everything for a custom 3d engine, theres a lot of libraries out there. the idea that everyone should use tooling that reminds me of visual basic to make games is weird to me.

2. i don't know about that. my experience is that you don't have easy access to the actual physics code

Re: Build your own old-school 3D shooter in a weekend

#77

People are saying this is a "quite dated" method for creating a 3D game. Does anyone have a tutorial on creating a 3D game in one weekend (or even 1 day?) using modern tooling? It'd be cool to make a token 3D game with the kids. I'm curious myself.

This kind of engine is great as a starting place for programmers, I think, but Unity is probably what you want for the kind of thing you're doing. There's also Godot if you want to stay in Open Source land, but it probably isn't as good and certainly doesn't have the same level of coverage in tutorials and documentation. Or there's the time-tested path to gamedev: modding existing games.

Serious question: what games would you fine folks recommend to get my kids started with modding? The oldest loves Minecraft, Zelda BoTW, and Smash Bros on the switch.

I’ve built a Raspberry Pi Retropie NES clone and they’re all over super bomberman, and old school Pokémon.

The last game I modded was OpenTTD before my kids were born.

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