Game Pipelines
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3dfrog
- Senior Chief Petty Officer
- Posts: 175
- Joined: 21 May 2009, 21:09
Game Pipelines
Hello
I am about to develop a game for a client and wondering what everyone is using for their game pipelines. I just am wondering if I am missing anything good.
Here's mine:
Modeling and animation: truespace 7.6
Possibly animation in messiah 3d as well, they are releasing an fbx export soon and will see how it works.
File converstions and game model fixes: ultimate unwrap 3d and fragmotion
And I am using the shiva development software to make the game ( http://www.stonetrip.com" )
So what is everyone using?
I am about to develop a game for a client and wondering what everyone is using for their game pipelines. I just am wondering if I am missing anything good.
Here's mine:
Modeling and animation: truespace 7.6
Possibly animation in messiah 3d as well, they are releasing an fbx export soon and will see how it works.
File converstions and game model fixes: ultimate unwrap 3d and fragmotion
And I am using the shiva development software to make the game ( http://www.stonetrip.com" )
So what is everyone using?
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Jack Edwards
- Senior Chief Petty Officer
- Posts: 181
- Joined: 22 May 2009, 04:28
Re: Game Pipelines
I wasted a few years writing my own graphics/game engine, now I'm certain that it's much more important to generate the art content first, lol.
I've messed around with trueVision3d: http://www.truevision3d.com/"
But I've been leaning more towards Ogre3D of late:
http://www.ogre3d.org/"
Mainly I use OBJ format to get between applications, since all you really need is the geometry and UVs. The rest is usually app or engine specific.
And if you have UU3D, that is great for converting your models to whatever format you need.
I've messed around with trueVision3d: http://www.truevision3d.com/"
But I've been leaning more towards Ogre3D of late:
http://www.ogre3d.org/"
Mainly I use OBJ format to get between applications, since all you really need is the geometry and UVs. The rest is usually app or engine specific.
And if you have UU3D, that is great for converting your models to whatever format you need.
No booleans were used in the mangling of this message... 
YafaRay for trueSpace Project
(Current version: v0.7.0)
trueSpacePlugins.com
YafaRay for trueSpace Project
(Current version: v0.7.0)
trueSpacePlugins.com
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nigec
- Master Chief Petty Officer
- Posts: 561
- Joined: 21 May 2009, 18:46
Re: Game Pipelines
The only 3D game I've made was in Awakening, great for 1st person, rather clunky in 3rd person, imports 3ds and obj from TS, X and DAE animation but mutiple textures are a problem, it uses LUA which is very easy to learn
it does online playable games
http://www.awingsoft.com/"
The current beta version is fully funtioning, the only bug I found was a display issue if post processing was enabled in a wire frame view.
Also the small game I did is open source so people are welcome to pull it apart to see how it worked
Everything else I do is image based, my latest is all done in Flash CS3, plus I'm a Linux tester for the panoramic Pipmak game engine.. the way things are going my present game will be in Flash, Pipmak, and Awakening lol
http://www.awingsoft.com/"
The current beta version is fully funtioning, the only bug I found was a display issue if post processing was enabled in a wire frame view.
Also the small game I did is open source so people are welcome to pull it apart to see how it worked
Everything else I do is image based, my latest is all done in Flash CS3, plus I'm a Linux tester for the panoramic Pipmak game engine.. the way things are going my present game will be in Flash, Pipmak, and Awakening lol
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3dfrog
- Senior Chief Petty Officer
- Posts: 175
- Joined: 21 May 2009, 21:09
Re: Game Pipelines
I have checked out awekenings and truevision before. Unfortunately both are pc only and I need them to run on mac as well, which is why I went with shiva which runs on windows, mac and linux, even on iphone.
It's great to hear suggestions and pipelines. Thanks folks, keep em coming.

It's great to hear suggestions and pipelines. Thanks folks, keep em coming.
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Dirk_Fist
- Marine
- Posts: 1
- Joined: 23 May 2009, 00:55
Re: Game Pipelines
Im using C4, it does mac and pc, I have'nt tried importing yet, but it accepts dea (collada) so I don't anticipate any insurmountable problems 
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nowherebrain
- Petty Officer Second Class
- Posts: 39
- Joined: 22 May 2009, 11:28
- Type the number ten into the box: 0
Re: Game Pipelines
I still use 3dgamestudio, it is basically C, and as a matter of fact...you can use standard C
#include<stdio.h>
#include<windows.h>
or whatever the headers you use, plus there are game specific functions like snd_play and stuff...
anyway....that and blender.
#include<stdio.h>
#include<windows.h>
or whatever the headers you use, plus there are game specific functions like snd_play and stuff...
anyway....that and blender.
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nigec
- Master Chief Petty Officer
- Posts: 561
- Joined: 21 May 2009, 18:46
Re: Game Pipelines
I like 3DGS a lot, my only grumble was the forum was way to big and I found you rarely got an answer from someone who knew what they where talking about, I think most where p'd off by kids expecting the game to be done for them.
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v3rd3
- Lieutenant Commander
- Posts: 1191
- Joined: 21 May 2009, 20:04
Re: Game Pipelines
This sounds like another self help opportunity.... 
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nowherebrain
- Petty Officer Second Class
- Posts: 39
- Joined: 22 May 2009, 11:28
- Type the number ten into the box: 0
Re: Game Pipelines
Huh?v3rd3 wrote:This sounds like another self help opportunity....
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nigec
- Master Chief Petty Officer
- Posts: 561
- Joined: 21 May 2009, 18:46
Re: Game Pipelines
That's the type of useful reply I used to always get!v3rd3 wrote:This sounds like another self help opportunity....
Ive been trying to do games since 1998, starting with IF, AGS, 3DGS, Flash and Awakening, and over the years more and people have jumped on the bandwagon trying to build teams, but the can't actually do anything, only a few people get past the first room, as a result peple usually hit the defencive on folk with a low post count, I've been a member of the 3DGS forum since 2004 and posted half a dozen times lol.
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v3rd3
- Lieutenant Commander
- Posts: 1191
- Joined: 21 May 2009, 20:04
Re: Game Pipelines
Just thinking out loud that there are likely many who would jump at creating a game if a pipeline was presented here that would be supported by the members of the community.
I think the Califorums discussion of game development became fractured when Gamespace was moved into its own world. It would be fun to see more game developers in our midst.
I think the Califorums discussion of game development became fractured when Gamespace was moved into its own world. It would be fun to see more game developers in our midst.
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JimB
- Chief Petty Officer
- Posts: 114
- Joined: 21 May 2009, 20:34
Re: Game Pipelines
I have a license for GameCore and there does'nt seem to be a pipeline between TS and GameCore for animated entities ,that is without being able to export out of TS as fbx.
http://www.gamecore3d.com/content/gamecore/overview"
Jim
http://www.gamecore3d.com/content/gamecore/overview"
Jim
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Jack Edwards
- Senior Chief Petty Officer
- Posts: 181
- Joined: 22 May 2009, 04:28
Re: Game Pipelines
I'm going to definitely try to implement FBX animation support. But it'll have to be with the version 2.0 for my FBX plugin. Immediate priority will be geometry support.
I've got an RPG game project that I might be interested in teaming up with someone on, but it'll be some months before I have time to even think about that.
I've got an RPG game project that I might be interested in teaming up with someone on, but it'll be some months before I have time to even think about that.
No booleans were used in the mangling of this message... 
YafaRay for trueSpace Project
(Current version: v0.7.0)
trueSpacePlugins.com
YafaRay for trueSpace Project
(Current version: v0.7.0)
trueSpacePlugins.com
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Math Path
- Chief Petty Officer
- Posts: 92
- Joined: 22 May 2009, 18:06
- Type the number ten into the box: 0
- Location: Germany
Re: Game Pipelines
I'm using the 'DX Studio' engine. http://www.dxstudio.com/index.aspx
It is IMO the best overall product for very reasonable price and relative easy usability. However it is not one of 'click'n play engines' out there. It's available in 3 versions:
- freeware (with limited functionality, but not time limited )
- non commercial (standard/pro - pro with networking support)
- commercial (standard/pro)
You can setup it in no time to get visual feedback of your ideas / test scenes etc. It is JavaScript driven so for TS-scripters no problem at all.
I've attached small demo (imported physics animation from TrueSpace) as AVI file:
It is IMO the best overall product for very reasonable price and relative easy usability. However it is not one of 'click'n play engines' out there. It's available in 3 versions:
- freeware (with limited functionality, but not time limited )
- non commercial (standard/pro - pro with networking support)
- commercial (standard/pro)
You can setup it in no time to get visual feedback of your ideas / test scenes etc. It is JavaScript driven so for TS-scripters no problem at all.
I've attached small demo (imported physics animation from TrueSpace) as AVI file:
- Attachments
-
- crash.zip
- AVI file in ZIP
- (725.21 KiB) Downloaded 367 times
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3dfrog
- Senior Chief Petty Officer
- Posts: 175
- Joined: 21 May 2009, 21:09
Re: Game Pipelines
Jim
You can import your boned and skinned and textures truespace collada and .x files into ultimate unwrap 3d and export with everything intact as fbx. I highly recommend ultimate unwrap if you need a file converter (i hear it does uv too
) I am 99% certain it would do the trick for you. It is well worth the 60 bucks.
Math path, that is a fantastic physics demo!
You can import your boned and skinned and textures truespace collada and .x files into ultimate unwrap 3d and export with everything intact as fbx. I highly recommend ultimate unwrap if you need a file converter (i hear it does uv too
Math path, that is a fantastic physics demo!
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JimB
- Chief Petty Officer
- Posts: 114
- Joined: 21 May 2009, 20:34
Re: Game Pipelines
Thanks Dennis I bought a license for UUwrap 3d soon after it was first released around 2003 or there abouts,its the best unwrapper I know.The problem is for GameCore accurate joint placement/orientation is a must also group naming convention has to be exactly to thier spec,after many tries with TS I found problem after problem with the end result.The best results were with Milkshape 3d which should'nt come as a surprise I suppose as Milkshape 3d is one of GameCores preferred modeling apps.
So the model could be made in TS and exported to a format that Milkshape 3d accepts like obj but again that brings Milkshape 3d in to the equation, so there is no direct route from TS to GameCore which I would really like.
Conclusion there always has to be another app between TS and GameCore whether it be UUwrap or Milkshape 3d, this is why people like me went with gameSpace as it was meant to rid the need for the "twenty dollar" apps but it never really happened.
Jim
So the model could be made in TS and exported to a format that Milkshape 3d accepts like obj but again that brings Milkshape 3d in to the equation, so there is no direct route from TS to GameCore which I would really like.
Conclusion there always has to be another app between TS and GameCore whether it be UUwrap or Milkshape 3d, this is why people like me went with gameSpace as it was meant to rid the need for the "twenty dollar" apps but it never really happened.
Jim
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3dfrog
- Senior Chief Petty Officer
- Posts: 175
- Joined: 21 May 2009, 21:09
Re: Game Pipelines
Yeah, i always have to run ts exports through other apps to get them to other programs, except ts collada to shiva, thats the only one that has a direct pipeline. I agree it would be nice to have no need for the twenty dollar apps, guess the problem is in how every app handles files differently, maybe jack's plugin will give us some better options 
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DanX
- Senior Chief Petty Officer
- Posts: 179
- Joined: 23 May 2009, 17:53
- Type the number ten into the box: 0
- Location: Florida
Re: Game Pipelines
I have dabbled with game mods but never tried to build a game from scratch. But recently a new acquaintance has asked some questions so I peaked in here. Thought I would post some of my 5 minutes of research on game engines.
Here is a nice list for you guys to figure out the best one.
http://en.wikipedia.org/wiki/List_of_game_engines
I would think that Cryengine2 or 3 when its released would be the way to go and then if the 3D software you use don’t cut it then get an app that does. In my opinion there is no cense in spending 40 hours of hard work just to find you are limited or handicapped by your toolkit.
http://www.cryengine2.com/
Only other option would be GameStudio.
http://www.3dgamestudio.com/
I would think that Cryengine2 or 3 when its released would be the way to go and then if the 3D software you use don’t cut it then get an app that does. In my opinion there is no cense in spending 40 hours of hard work just to find you are limited or handicapped by your toolkit.
http://www.cryengine2.com/
Only other option would be GameStudio.
http://www.3dgamestudio.com/