Advertisement

Help needed in Egypt!!!!!

Started by July 03, 2002 04:39 AM
2 comments, last by neofireus 22 years, 5 months ago
Hey, I''m new the the world of gaming ( just finished programing my first gamt tetris!!!) and I am working with a company that would like to make its first 3D game. They are an animation company, so they have all sorts of 3d sorftware like 3dmax 4 and Combustion. We have a few charater models ready. The problem is that I can''t figure out how to combine a way to use code like C or C++ to make them move like a charater in a game should. I feel pretty ignorant, but I''m pretty stuck. Like for example, I made a readlly cool level in 3d max with buildings and walls and everything, but how can I control that level making with code. Is there some software I need to use. If anyone can help me out here that would be sweet. THANKS!!!!
yep, by studying one of the two apis, OpenGl, or DirectX, there are still other options as well,
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
Advertisement
Im not sure what your question is asking, but i thin you want to know how to load the models and levels into your game. For this just find a tutorial about loading 3ds files. Also, look up skeletal animation.
The simplest technique is simple linear interpolation between keyframes. You make a model for each keyframe of animation. Then, your C++ code interpolates between keyframes. Simply, a given vertex has one position in one keyframe and another position in another keyframe; your code moves the vertex gradually from point A to point B. This is the simplest technique (used in Quake III, among others).

To draw your level, you need to use an API like OpenGL or Direct3D, as mickey said. However, if you want to display many polies and maintain a good framerate, you''ll need to do more than simply send everything to the graphics card. To begin, you''ll need a spacial subdivision structure, like an Octree, BSP tree (and its ''KD tree'' variant), or (if your geometry is essentially all on one level), a quadtree. You will also want to reduce overdraw, but that''s another huge topic. You also might be able to get away without it entirely if your levels are relatively simple, not too big, and you''re running on GeForce2+ hardware.

This topic is closed to new replies.

Advertisement