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Author Topic: Eagle Fly  (Read 4668 times)

« on: January 02, 2010, 11:59:33 AM »
Ok guys here's my first shot at 3drad :)
I started programming quite a while back. The first program I ever learnt was the simple Moon Lander game in QBasic. So everytime I learn some new programming language or some new creation tool I try to rewrite that game again. It's kinda my "Hello World" program :)
So here it goes for "Hello 3drad"  :p I was lazy so the game is not well polished and there's a lot you can do to improve the game like making all the small engines work and so on ...

http://www.xeronith.com/eagle.zip
« Reply #1 on: January 02, 2010, 02:28:03 PM »
hey looks great, I need six tries to get a successful touchdown.  :D
new forum search:
http://www.google.com/ site:www.3drad.com searchword  ( <-- copy )
3DRad is now in the same Brain-Area like my old C64 and Amiga Memories!
« Reply #2 on: January 02, 2010, 08:49:35 PM »
Glad you liked it. I'm thinking about completing it to a full game with multiple levels and tricks so it will be much more fun ... stay tuned :)
« Reply #3 on: January 03, 2010, 02:40:47 AM »
I'm thinking about completing it to a full game with multiple levels and tricks so it will be much more fun ... stay tuned :)
Do it!

Very cool demo man!
« Reply #4 on: January 03, 2010, 03:00:17 AM »
Ja, waaay back then, MoonLander was one of my favourites.....it will be nice to see a good 3Drad version of it.

Go for it!
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #5 on: January 03, 2010, 03:02:53 AM »
Very cool indeed
May I suggest explotion or damage when fails, and a nice starry skybox, perhaps some moonish terrain :)

PS! I posted some shots, always helps to get more comments rather then download something blindly :)

psikotropico

« Reply #6 on: January 03, 2010, 03:27:46 AM »
nice... maybe it needs some forward/backward controls? For now, you only can go up and down so, why the rotation engines? Landing in a specific point could be nice...

keep it up!
« Reply #7 on: January 04, 2010, 08:42:49 PM »
Thank you guys for the suggestions. I just wanted to test some of 3drad abilities here but I'll definitely give it a shot when I get some free time and hopefully it'll make a good game.
Oh by the way, thanks for the screenshots shadmar  :)
« Reply #8 on: January 04, 2010, 09:06:08 PM »
I downloaded and didnt comment, I guess is time to do so...

It was nice, well done, only critic from my side is the cam, that dosnt let you see VERY GOOD the distance between the lander and the ground... I think that if the camera where a little lower, like... more  parallel to the lander, or between the lander and the ground, then the user would have a better notion of the real distance between the lander and the ground.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
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« Reply #9 on: January 04, 2010, 09:11:40 PM »
this is pretty awesome
i bet you are enjoying the easiness of 3d rad to do stuff

Currently using 7.22
« Reply #10 on: January 04, 2010, 11:45:33 PM »
Sure I do Dart! 3drad is pretty awesome. I used to test many platforms mostly coding games myself. 3drad designer is the fastest solution by far and I think it has a lot of potential to become better. The only thing bothering me right now is the loading time of the games. I mean I can hand code this game using like irrlicht or even directx itself (and that would be a loooot of coding for sure comparing to what 3drad does in minutes) and the game will pop out in a blink.

Thanks loop for the suggestion. What do you think if I also change the secondary cam to a front view instead of top? I'm looking for a nice texture of moon too. If anyone knows a good one It'd be really great to share it.

And one other thing. when the spacecraft goes very far from the surface it isn't really nice to see a rectangular plane underneath. I was thinking about modeling the moon as a real big sphere so it feels more natural. I can handle coding the gravity to always point to the center of this sphere. Only problem is I can't load such a big texture of moon in one go so I need to adjust different textures according to current distance. something like what google earth does to load the textures when you zoom in. So is there anyway to load the textures on demand in 3drad by some scripts? any built in functions?
« Reply #11 on: January 05, 2010, 04:58:55 AM »
I mean I can hand code this game using like irrlicht or even directx itself (and that would be a loooot of coding for sure comparing to what 3drad does in minutes) and the game will pop out in a blink.

The only way to know for sure is actually creating an identical project with irrlicht or DirectX and compare.

For example your nice eagle game loads a huge mipmapped terrain texture, a very large 3d model, a big texture for the text font and another for the digits font. On an avergage PC 3D Rad takes less than 10 secs to load it. I doubt another engine can load that much faster.

3D Rad uses DirectX functions to load resources so the speed can be as fast as a hand coded DirectX game.

What happens with 3D Rad is that adding stuff to your project is so easy. You tend to forget that what you add will have to be processed.

If the project is designed with loadtime optimization in mind (eg using .dds files for all textures, compressed .x files for all 3d models, and minimal usage of critical objects like the TextPrint/ValuePrint) loadtime will be like any other similar project created with any other engine.

« Reply #12 on: January 05, 2010, 06:32:04 AM »
Replacing your textprints with sprites speeds up loading if you only have static text.
Also using iPrint for what is worth.
On my system 1 textprint adds 1 second to loading time. So 8-10 textprints is a lot of waiting...
1 textprint and 7 iPrint still gives only 1 second load time.
Also if you already have 1 textprint, dont add a Valueprint, use iPrint instaead, it can display numbers :)

And.. use dds textures for everything (as fernando says), saves loading time aswell, jpg, tif, bmp all requires extra loading times.
« Reply #13 on: January 05, 2010, 12:24:13 PM »
Thank you Fernando! I think something is definitely wrong with my pc. I have a Core 2 Duo with 4GB ram and GeForce 9400 GT and it still takes at least 40 seconds to load the game. If you say it should take about 10 sec then definitely something is wrong. By the way, I wonder how huge games with ultra graphics like Need For Speed or Call of Duty manage to load so fast. I mean comparing to what directX does in loading assets they should take minutes to load. Is there any special techniques they use? I mean they use directX too. what they do?
And did you notice my suggestion about having a really big moon model with loading textures on demand? you think it's possible with 3drad?
I really like to see 3drad as the best gaming platform someday. I think I'm falling in love with it already LOL

And thank you shadmar too for your help. By the way what is it with TextPrint or ValuePrint that makes them load so slow? They seem quite innocent stuff :)
« Last Edit: January 05, 2010, 12:27:05 PM by Serious Sam »

psikotropico

« Reply #14 on: January 05, 2010, 01:27:07 PM »
By the way what is it with TextPrint or ValuePrint that makes them load so slow? They seem quite innocent stuff :)

;D... take care with textprints... little but dangerous
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