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3D RAD DOCUMENTATION - Resources to help you learn how to
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SAMPLE PROJECTS, TUTORIALS, ARTICLES |
SOURCE DEMO PROJECT To open a project, launch 3D Rad, press [Ctrl]+[O] |
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3D Rad overview |
editor functions |
hotkey list |
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Your first interactive project: tutorial | |||
Getting help on specific object's usage: video tutorial | |||
NO modeling required! Making interactive projects with any 3d model from the Google 3D Warehouse: recommended technique | |||
Understanding event-objects. Custom game logic without coding: article |
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Compiling projects to stand-alone executables or applets embedded into a web-page at your website | |||
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The official tutorial about importing, rendering and enabling physics for your own 3d models. |
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SkinMesh object overview: video | |||
Interactive/AI characters from your animated models: video tutorial |
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Walking character, using various controls configurations. | CharacterNoMouseDemo CharacterJoystickDemo |
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Adjusting walking character speed | |||
Animation blending. Switching between different animation sequences (e.g. from walking to sitting down) smoothly | SkinMeshOneLoopDemo SkinMeshDemo |
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Frame-by-frame animation. 3D animation as a sequence of different static models | |||
Making a walking character (or a spaceship or anything else) follow a pre-defined path | |||
Making animated characters carry objects, lights, particle emitters (e.g. torches) and trail sources | SkinMeshBoneLightDemo SkinMeshBoneParticlesDemo SkinMeshBoneTrailDemo |
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Controlling individual bones of animated characters, while the pre-defined animation plays | |||
Making fists, kicks of an animated character interact with the environment (per-bone collision detection, physics) | SkinMeshBoneControlRigidBodyDemo |
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1St person, 3rd person and fixed view modes: article | |||
Switchable view modes, simple demo project | |||
Controlling camera orientation with the mouse | |||
Controlling camera zoom with the mouse wheel | |||
Making the camera follow a pre-defined path | |||
Implementing split-screen games | |||
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Simulating water with dynamic environment mapping, camera filters (post-processing) and other tricks | UnderwaterDemo UnderwaterCameraFilter |
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Imposters! Populating your scene with hundreds of thousands of polygons and multiple particle effects and lots of rigid-bodies with minimal performance loss, implementing explosion forces, creating/destroying volume triggers run-time and more! | RigidBodyImposters SpriteImposters ParticleImposters GForceImposters EOLImpostersDemo EOCImpostersDemo |
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Imposters without scripting! | ImposterMeshMapDemo ImposterObjectRBDemo |
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Determining if an imposter is visible | |||
Implementing virtual monitors and similar (rendering camera ouput to texture) | |||
Managing Level Of Detail (LOD) for the SkinMesh object | |||
Lens flare effects with occlusion test! | |||
Rendering glass | |||
Bloom effect | |||
Explosions, shock waves | ExplosionParticles |
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Implementing a flashlight effect | |||
Adding trails to any moving object: video |
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Drawing 3d lines by using ready to use script functions | |||
Dynamically stretching a SkinMesh from one object to another | |||
Setting up natural environments: video | |||
Animated clouds and snow: example | |||
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GUIs without coding! | |||
Implementing generic game menus, the basics | |||
Letting the user click & select with mouse buttons (icons, sprites) on a menu or 3d objects in a scene | MouseOverSkinMesh MouseOverSprite |
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Letting the user input some text | |||
Playing short video clips (cutscenes etc) with the Sprite object | |||
Rotary-dial based speedometer, simple demo project | |||
Heading indicator, simple demo project | HeadingIndicatorCam1StPerson |
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Scrolling text horizontally, vertically | TextScrollingV |
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Animating sprites by using scripts | |||
Saving screenshots from your scripts | |||
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Implementing a marbles track with Google SketchUp: video | |||
Achieving collapsible structures by linking objects with breakable joints | |||
Implementing rag-dolls: resources | |||
Implementing skinned rag-dolls: resources | |||
Working with joints and springs, simple example | SkinmeshStretchTrueSpring |
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Setting initial velocity and spin | |||
Making things get blown away by wind | |||
Making a wheeled vehicle sail with an airfoil and some wind: notes | |||
Implementing paddles and similar objects that interact with the environment but aren't affected by it | |||
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Map-free, zero coding path finding: article | |||
Classic path finding, A-Star algorithm: resources | |||
Character A.I., target chasing: plug-in | |||
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Remapping default keyboard controls, enabling gamepads/joysticks/steering-wheels: article | |||
Creating multi-level projects: article | |||
Path object editor, creating complex paths directly on terrain: resources |
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Goal arrow, to help the player reach a location: plug-in | |||
Formatted timer, minutes, seconds and milliseconds in 00:00:000 format: plug-in | |||
Updating score on collisions | |||
Triggering events when two objects are no longer in contact | |||
Intercepting EventOnInput keys from a script | |||
Activating force-feedback devices on collisions | |||
Managing game stats (lives, health etc) without using a script | |||
Translating, rotating, scaling objects run-time | |||
Showing/hiding objects and/or animation sets run-time | SwitchAnimSetDemo |
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Additional resources from the community | |||
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A basis for scan-based weapons (for bullets, lasers etc) | EventOnObjectIdDemo |
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Shooting projectiles from a moving vehicle | |||
Shooting projectiles from an animated character hand | |||
Hiding projectiles when they hit a target. | |||
Hiding/showing specific objects when projectiles are shot or expire. | |||
Attaching particle and trail emitters to projectiles. | ProjctileParticleTrail |
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Targeting system: plug-in | |||
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View-locked 3d props, like a carried gun in a FPS game | |||
Making a door open/close when a character approaches/leaves: discussion | |||
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Realistic driving simulation in a box: article | PCarDemo PCarScriptedDemo |
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Using your own car models with Car Physics Layouts: video tutorial |
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Setting up a racing game: video tutorial | |||
Adding A.I. cars to your projects: video tutorial |
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AI racing demo. Race against car-physics layouts controlled by the CarAI object | |||
AI cars targeting other objects | CarAITargetFleeSwitch |
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Wheeled vehicles stability tips: article | |||
Preventing wheels from drifting when the vehicle is still on a sloping terrain | |||
Speedometer/tachometer (HUD): plug-in | |||
Hand-brake simulation for the Car object: plug-in | |||
Not-rolling wheel props (like exposed sports car brakes) and replacements (like snowmobile-like skis): plug-in | |||
Implementing dust from car wheels | |||
Setting up a rear-view mirror | |||
Road system, snapping road pieces together: video tutorial | |||
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Flight simulation: video | |||
Arcadish flight gameplay | |||
Detecting Above Ground Level | |||
Starting a level with an aircraft already in flight | |||
Simulating an helicopter: resources | |||
Adding wind to your flight simulation | |||
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Creating realistic boats with the Buoy object. | |||
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Implementing a C&C Unit: resources | |||
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Solar system resources: video | |||
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Creating multiplayer games: article | NetBallArenaServer NetBallArenaClient |
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Sending textual strings from the server to remotely connected client PCs | NetworkStringServer |
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Updating your 3d world with data from a remote server | |||
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Attaching 3d sound emitters to moving objects: video tutorial | |||
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Clickable advertisement units in your games that lead to user-defined URLs: article | |||
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Get started with the introductory mini tutorials. | |||
Function usage examples.
Please see the Script object help file for details. NOTE: these projects are in the Script_Functions_Usage_Examples subfolder. |
iDLLCall iFileStringReadWriteTest iFloatTendTo oPrint iObjectLocationSet iObjectPicked iObjectScan iStringFind iStringMid iSpherePicked iSphereSegmentIntersect iScreenRay iStringReplace iStringStr iStringUCase iStringVal |
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Writing your own render shaders for the SkinMesh object and post-process shaders for the CamChase object: tutorial. | PostProcessShader PostProcessStacked |
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Entry Level 3D Race Car Game Creation using 3D RAD
by HobbyPress, available as printed booklet and e-book |
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Entry Level 3D Action Shooter Game Creation using 3DRAD
by HobbyPress, available as printed booklet and e-book |
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A comprehensive list of user-created tools, documentation pages, tutorials and resources: index |