Game Engines
I am currently looking for a gaming engine. There are some things that are very important for this engine to have. The will be played in the First Person. The first is the ablity to control your view. For instance, In the game I am currently desgining to have a widescreen view. Like real humans have in real life. It calls for a 280 Degree view for the player, in place of the tunnel vision view in current games. Also another very important thing is realism. The eigine needs to hold high enough realism that the things you see you dont question being real unless you think about it. I am checking on this because this game is currently in development/desgin of how the game will work not acutly programming it. I am checking to see if what im looking for exists. This game also will not be complete until about 6 years from now, I know its a long time but im in college.
If you know of any please if you could post the name and a website link to where I can read about it and perhaps see some screen shots.
Also please dont forget im new, looking for help from the experainced. The Games website is www.thelivingend.tk
Thanks,
-Darren .0
"Good and Evil is all perception."
quote: Original post by RunOrangeRun
It calls for a 280 Degree view for the player, in place of the tunnel vision view in current games.
Humans have 280 degree vision?
I wonder if you realize that 280 degree vision is 50 degrees past your ears on either side. We have peripheral vision, yes, but I wouldn''t go that far (for one thing, you don''t have simultaneous reflexive field of view on both sides of your head - try it out and see).
Besides, how do you display 280 degrees of vision on a flat surface?
quote:
Also another very important thing is realism. The eigine needs to hold high enough realism that the things you see you dont question being real unless you think about it.
Forget it. Go home. Game over. Photorealism is the holy grail of computer graphics, and can currently only be achieved painstakingly on powerful workstations working for several minutes to generate each frame of vision (of which you need 25 per second to fool the eyes into believing it''s fluid motion).
quote:
I am checking to see if what im looking for exists. This game also will not be complete until about 6 years from now, I know its a long time but im in college.
Then why bother with technology now? Anything you obtain today will be horribly outdated six years from now, and definitely wont look "real" by the standards of six years hence.
*sigh* Start here.
Ok so its one of the last things i worry about is the Game engine. I would expect that in 6 years they''ll have somthing close to what im looking for. Thanks for your assistance in pointing out somthing i should have easly realized.
Thanks,
-Darren O.
By the way im new at this.
Thanks,
-Darren O.
By the way im new at this.
"Good and Evil is all perception."
quote: Besides, how do you display 280 degrees of vision on a flat surface?
You can''t. Think of the frustum. You would need two or more frustums to represent 280 degrees (btw, isn''t 270 a "rounder" number?)
quote: *sigh* Start here.
Well said.
quote: By the way im new at this.
New to what? 3d games or programming in general? If the latter, I recommend writing some simple stuff like a text-based rpg, a pong clone, a tetris/breakout clone, and finally your own custom 2d game. In that order, or something similar.
If you are new to 3d, make some simple demos, that should give you an idea of the scope of your goals.
wow, that that would be great if i had 270 degree vision. Imagine how good a soccer player i would be if i could see that much of the field.
it's all about a good time!AOLIM name: -LOKAPUJA-
I''ve come to the decision that it will be reduced to 160 Degrees. The widescreen view is somthing speical i will have to develop ourselfs. Its somthing that will be uniqe. Oh im A CS major in college right now freshman. I took two classes in HS for computer science and know Visual Basic and C++ very well.
Im only new to the 3d engine, are there any that i can mess around with learn how they work? Thats what im new to. If you could point me in the direction to learn how to use a or learn to use 3d engines that would be great.
Once again Thank You,
-Darren O.
Im only new to the 3d engine, are there any that i can mess around with learn how they work? Thats what im new to. If you could point me in the direction to learn how to use a or learn to use 3d engines that would be great.
Once again Thank You,
-Darren O.
"Good and Evil is all perception."
quote: Original post by RunOrangeRun
I''ve come to the decision that it will be reduced to 160 Degrees. The widescreen view is somthing speical i will have to develop ourselfs.
There''s nothing special about a widescreen view in and of itself. It''s simply an aspect ratio and field of view specification. And you simply can''t display more than 180 degrees fov on a flat plane. Look into virtual reality with side projectors or something.
quote:
I took two classes in HS for computer science and know Visual Basic and C++ very well.
If the former is supposed to corroborate the latter, I''m sorry but you likely don''t know C++ "very well". Time to make use of that college library and the vast resources on the internet.
quote:
Im only new to the 3d engine, are there any that i can mess around with learn how they work? Thats what im new to. If you could point me in the direction to learn how to use a or learn to use 3d engines that would be great.
The answer to all your problems.
The most important skill an aspiring developer can build is the habit of seeking knowledge - and sources of knowledge - independently. It''s indispensable (and will make you seem wise and sophisticated to your peers!) So get to it.
The reason I need this widescreen view is because it will assist the player in surviving in this game. Without it he/she might be surpised to often, surprises in this game nomrally are followed by death. Im going to scale down the the size to a more correct 160 degrees. I just feel that in my game it just isent fair to make it that easy to surpise the players(kill the players). If you do not understand why checkout what my games about and you might better understand.
Thanks,
Darren O.
Lead Desgin and Creator of The Living End (www.thelivingend.tk)
Thanks,
Darren O.
Lead Desgin and Creator of The Living End (www.thelivingend.tk)
"Good and Evil is all perception."
quote: Original post by RunOrangeRun
The reason I need this widescreen view is because it will assist the player in surviving in this game. Without it he/she might be surpised to often, surprises in this game nomrally are followed by death.
Review your design then.
quote:
If you do not understand why checkout what my games about and you might better understand.
I did. Your site is badly organized, uses an annoying green color (and oversize font) and says nothing descriptive. The game setting page has no information; the game play->player view says absolutely nothing that you haven''t already said here (and hasn''t already been proven false); the "F&Q" page doesn''t exist (it''s FAQ - Frequently Asked Questions); the news page is redundant ("we need the input of players" - what players? you don''t even have a design!); and the Dev team and Contact us pages are identical, and contain only the email addresses of a bunch of people.
I''m not trying to be negative, but you need to understand that the first step towards any acquisition of knowledge is an admission of ignorance. You''re attempting to come in here sounding "experienced" or knowledgeable, and you''re neither. You have no idea what truly goes into making a game (other than consumer-oriented magazine interviews, probably) and therefore have a flawed frame of reference.
- If you don''t have a visible product, skip the webpage. You don''t need it yet.
- If you''ve never successfully lead a software development team - you know, like at school or something - your chances of doing it when the stakes are high and the members are distributed are very, very slim.
- The first rule of a voluntary collaborative (projects where you wish to "emply" your users as co-developers/beta testers) is to release a working product. Until you do so, please keep the news to yourself.
I could corroborate any and every one of these principles, but I suggest you do so yourself. I could also recommend reading, but it''s unlikely you''d read it as it can be pretty slow going. Good luck. Live and learn.
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