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ForumsDiscussion Forum → Free 3D engines
Free 3D engines
2004-11-21, 8:06 PM #1
Okay so I've been programming a RPG in Sphere for the last month, and I've come to the conclustion that their engine sucks. It's almost 2D only (little 3D function) and it's slow.

So I'm looking for a FREE 3D engine, with a map maker and decent scripting language (C/Java/JavaScript type if possible). Doesn't have to be state-of-the-art, just fast/clean..

Any suggestions?
2004-11-21, 8:19 PM #2
Quake 1 engine's source code was released a while back. Programming for that would probably be one of your better bets.
D E A T H
2004-11-21, 8:20 PM #3
Quake 2's code has also been released for quite some time.
The cake is a lie... THE CAKE IS A LIE!!!!!
2004-11-21, 8:25 PM #4
Why not write your own? It's a great learning experience. Even if you can't get backface culling to work right and the textures look like crap...
Stuff
2004-11-21, 8:26 PM #5
Crystal Space? :confused:
And when the moment is right, I'm gonna fly a kite.
2004-11-21, 9:02 PM #6
Quote:
Originally posted by kyle90
Why not write your own? It's a great learning experience. Even if you can't get backface culling to work right and the textures look like crap...

I may be better than you but I still suck at C++. :p I can hardly get a "Hello World" QT app going. :p

Thanks GBK, but that's a little more complicated than I would like. With Sphere, I could make the environment and then just tell it to load stuff and how to move, draw the menus, etc... I don't want to make a room by coding it.

Code:
bool Simple::Initialize ()
{
  ...
  csReport (object_reg, CS_REPORTER_SEVERITY_NOTIFY,
        "crystalspace.application.simple",
        "Simple Crystal Space Application version 0.1.");

  ...
  // First disable the lighting cache. Our app is simple enough
  // not to need this.
  engine->SetLightingCacheMode (0);

  // Load the texture from the standard library.  This is located in
  // CS/data/standard.zip and mounted as /lib/std using the Virtual
  // File System (VFS) plugin.
  if (!loader->LoadTexture ("stone", "/lib/std/stone4.gif"))
  {
    csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
        "crystalspace.application.simple",
        "Error loading 'stone4' texture!");
    return false;
  }
  iMaterialWrapper* tm =
    engine->GetMaterialList ()->FindByName ("stone");

  // these are used store the current orientation of the camera
  rotY = rotX = 0;

  room = engine->CreateSector ("room");
  csRef<iMeshWrapper> walls (
    engine->CreateSectorWallsMesh (room, "walls"));
  csRef<iThingState> thing_state (
    SCF_QUERY_INTERFACE (walls->GetMeshObject (), iThingState));
  iThingFactoryState* walls_state = thing_state->GetFactory ();
  walls_state->AddInsideBox (
    csVector3 (-5, 0, -5), csVector3 (5, 20, 5));
  walls_state->SetPolygonMaterial (CS_POLYRANGE_LAST, tm);
  walls_state->SetPolygonTextureMapping (CS_POLYRANGE_LAST, 3);

  csRef<iLight> light;
  iLightList* ll = room->GetLights ();

  light = engine->CreateLight (0, csVector3 (-3, 5, 0), 10,
        csColor (1, 0, 0));
  ll->Add (light);

  light = engine->CreateLight (0, csVector3 (3, 5,  0), 10,
        csColor (0, 0, 1));
  ll->Add (light);

  light = engine->CreateLight (0, csVector3 (0, 5, -3), 10,
        csColor (0, 1, 0));
  ll->Add (light);

  engine->Prepare ();
  return true;
}


While I could learn all of this, it would take too much time away from the development of my game.

Any other ideas guys?
2004-11-21, 9:25 PM #7
What's wrong with Q1/2?
D E A T H
2004-11-21, 9:34 PM #8
I don't think it would be properly suited to what I'm doing. My game, graphically, resembles FF6, however, I would want to bring it up to par with FF7 with similar simplistic methods that Square used back then.
2004-11-21, 9:40 PM #9
It depends on how you use it. I suppose you could always try using the Unreal engine, or the HL1 engine.
D E A T H
2004-11-21, 9:44 PM #10
HL1 engine is Q1, isn't it?
2004-11-21, 9:47 PM #11
Quote:
Originally posted by Thrawn42689
HL1 engine is Q1, isn't it?


yeah though it's more of a hybrid of Quake 1 and Quake 2
eat right, exercise, die anyway
2004-11-21, 10:31 PM #12
Anachronox was made with the a highly modified Q2 engine. It has turn-based battles, real time exploration, dialogue choices, and many other staples of the genre. I can't recall if there was an SDK for it, but it is at least thouroughly editable.
If it breaks, you get to keep both pieces.
2004-11-21, 11:01 PM #13
Delta3D
2004-11-22, 12:09 PM #14
Quote:
HL1 engine is Q1, isn't it?


I thought HL started with the Q1 engine and then scrapped it and made their own.
Think while it's still legal.
2004-11-22, 2:05 PM #15
OGRE: http://www.ogre3d.org/
Irrlicht: http://irrlicht.sourceforge.net/
Crystal Space was allready mentioned

Didn't use em yet, but they make a solid impression
My levels
2004-11-22, 2:11 PM #16
You must code your own software renderer for DOS in ASM! Bahaha!
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2004-11-22, 2:37 PM #17
Quote:
Originally posted by SAJN_Master
I thought HL started with the Q1 engine and then scrapped it and made their own.


no they started with an stuck with Q1 updated it to nearly Q2 level visuals and used the Q2 netcode
eat right, exercise, die anyway
2004-11-22, 3:46 PM #18
I'd say make your own. That way you only have yourself to blame if things don't work correctly. :p

Then again, your game can simply be engine less and use the graphics card directly. I think that's what they do with .kkrieger. I could be wrong, though.

/Edward
Edward's Cognative Hazards
2004-11-22, 3:48 PM #19
Thanks guys, I think I'll be downloading most of these and at least trying them out, staring at specs and screenshots doesn't give me much of a clue of how well it runs.

I *****ed about Crystal Space earlier, but being cross-platform, it certainly is interesting.

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