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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

#92
post #34

I love his "tiny" repositories. So cool.

I know right? ssloy is on fire, one of the few non-organizations I follow on Github. Does anyone else know some similar users that should get some more love?

I think this repo is nice to https://github.com/petershirley/raytracinginoneweekend

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

#93
post #62

Earlier quoted context omitted.

like this? https://github.com/ssloy/tinyraycaster/wiki table of contents is in upper right

Nice!

I see the link to the wiki now in the README.md. The first time, I think the doom graphics distracted me, along with the "cat | wc" metrics. Thanks for the pointer.

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

#96

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.

There is no such thing as a dated method for creating a 3d game. There are many kinds of games and many pros and cons for creating them different ways. It is popular these days to tell people to use Unity3D, and it is an amazing tool but there are also downsides to using it vs rolling your own thing from scratch too.

Royalties, risk of you game ending up unplayable in 10 years, running into limitations you can't fix because you don't have the source, performance ceilings you can't change, bugs you can't fix.

On the other hand if you do things from scratch you can spend years and years and years.

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

#97
post #16

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.

> it's more of a tiny ray tracer It's a ray caster, where the rays are sent out from the camera to intersect the map. With ray tracers, the rays are sent out from the light source, IIRC. Your point on OpenGL is valid, but that just removes all the learning from it. OpenGL does so much of the grunt work for you. This kind of old-school game engine is a great learning experience.

Thanks everyone for the corrections, obviously my understanding was flawed there!

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

#98
post #89
post #88

Earlier quoted context omitted.

This is the kind of misguided mindset that effectively discourages people from making games. It’s as if someone urged people to look into lumber and the papermaking en route to making their own card game. This fellow’s mindset is a common one, and likely he’s passing it on from his own experience...Telling that engineering culture discourages the shortest routes to creativity

engine development is one of the more interesting aspects of game dev to me and many other programmers, having so much focus on clunky monolithic closed source platforms like unity is lame. just providing a counterpoint to the unity hype, one rando comment is not gonna turn the tide on its popularity lol.

FWIW the latest versions of Unity are moving in the direction of exposing more of the render pipeline ... Whether you agree or not with doing it through C# is a different question but they are pretty invested in the language ... From my perspective, this approach is a decent compromise for someone that wants to build a render pipeline (basically define how objects are drawn to the screen) on top of an abstraction of the different graphics APIs for all the platforms they support while still maintaining all the other functionality provided by Unity for gameplay and tooling

https://blogs.unity3d.com/2018/01/31/srp-overview/

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

#99

Earlier quoted context omitted.

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.

Speaking from experience, Starcraft 1 or Warcraft 3 ship with easy to use world editors.

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

#100

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.

> leaving the ‘old-school’ out

He added it, but now it unfortunately looks like it says “build your own school shooter in a weekend...”

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