3D Game Development: Difference between revisions
Jump to navigation
Jump to search
Adamcolton (talk | contribs) No edit summary |
Adamcolton (talk | contribs) No edit summary |
||
| Line 19: | Line 19: | ||
#Do a small project with a physics component and render the results in 3D | #Do a small project with a physics component and render the results in 3D | ||
#Small project with 3D, physics and input | #Small project with 3D, physics and input | ||
This page (http://www.irrlicht3d.org/wiki/index.php?n=Main.GettingStartedWithBullet) is an intro to integrating Irrlicht and Bullet. | |||
Revision as of 18:36, 22 December 2011
I would like to start moving towards 3D game development. I am currently in the early stages of research.
Tools
- 3D Engine
- Irrlicht
This is a multi-platform library that seems fairly well supported. The alternatives would be raw OpenGL or Ogre.
- IDE
- Code::Blocks
Don't know a lot about this one, but it seems good.
- Physics Engine
- Bullet
This looks really solid. The only concern I have is that the amount of flexibility and power it comes with may incur a large cost in complexity.
Research Plan
- Get some Irrlicht sample code compiled and running
- Do a small Irrlicht project (a 3D clock would be a good project) with no physics component
- Do a small project with a physics component and render the results in 3D
- Small project with 3D, physics and input
This page (http://www.irrlicht3d.org/wiki/index.php?n=Main.GettingStartedWithBullet) is an intro to integrating Irrlicht and Bullet.