View Full Version : Make a game
11-06-2003, 07:28 PM
i need know what program i must use to do interactive my 3d scenes.
how i can programing my 3dsmax to do a game
11-06-2003, 08:09 PM
There is actually a nice big sticky post on the top of this thread...but here is a link...good luck your not gonna like the answers
Why do you keep starting NEW treads on this. Use the first one. And DAN is right read the thread he gave you the link too.
There are no short-cuts for making a game. Oh and you can't get 3DS Max to make a game for you. It is a tool, for part of the process, it has limits.
If you want an interactive scene though (not a game - just a 3d scene with things you can click on and have things happen,) I can help a little.
First step is research. What do you want?. Do you want this for stand-alone or web use? What technologies are available for what you want? The answers to these questions are varied and many. I'm working on a portfolio right now. I want it to be interactive. Rather than the boring click the gallery link and go to a page with row after row of rendered images. I decided that I wanted it to be viewed either with fast internet connections or by stand-alone through download. I decided that the best technology for this was VRML, due to the easy way is can be edited (through simple text-editing,) the easy way interactivity can be added (in this case I'm using Java Script's to drive my animations,) and the fact the it is a FREE format (so I don't have to buy any thing fancy to be able to make it or have people be able to view it.)
Second step is the plan. Now that you have an idea on what you want to do and what you will use to do it, you need a plan. Not a story-line/script; a plan about what your major goals are with this project. Are you trying to make this as a means to gain employment, for school, or for the shear ******-minded fun of it? This is important because this effects the quality of work that goes into it. I.E. for employment you would do your best possible work, you wouldn't worry so much about the time-line as this is for your future employment; for school though you may only do what is needed to pass with the lowest grade you are willing to a accept in the given time frame. I mention time in my examples because this plan is an out line, and helps you to establish a list of goals and dead-line for the project to keep yourself on track. This outline is the frame work you will use for deciding what you will do.
Third step is building the blueprints for interactivity. This is the standard scene development phase. Concept drawing, scene graphs, and modeling, refining the idea all the time. Now you have a static model. You should set up a hierarchy that is simple to use and with help you to add in interactivity later on (i.e. a door should be names (1) so you can find it easily and (2) so the system can use it, and it should be a child of a parent that the system needs it to be so that the system will be able to use it. This is not always easy or quick to do, so it is best to do it as you go. . . Thus the blueprint.)
Step four is using the technology. Now that you know what you want to do, how you want to do it, what you'll use to do it, as well as having the scene modeled and set-up you can start to add interactivity through the means of the technology you have chosen. Using my portfolio as an example again. I build a room and I want the lights to come on when I flip the light switch (*I don't have this shown on my site yet.) I need to add a touch sensor to the light switch and link it to the lights with an activate/deactivate signal. I can set this up in Max, but I find it easier to do it directly in the VRML file, so I use a text-editor (like notepad,) I then need to write a script that will listen to the light switch and catch the signal to turn on and off the light, and pass that signal on to the lights (This is the link, this has to be done in the text-editor though as max has no way of adding Java Script other than ones that are already in a separate file and I want the script in the same file because it is easier to trouble shoot and debug that way.) You may need special steps here depending on what technologies you are using such as separate animation files that are associated to different objects with-in your scene or any number of other things, point being this is the reason for step one. You need to know what you need to do before you model your scene. Now test it, if it doesn't work try again, check your set up and try again.
Step five you're done. After you add all the interactivity and tested every case you have an interactive scene. (Though just a side not here, never underestimate the power of a user to break the system. Fool-proof doesn't mean to make it so nothing can go wrong, in means that you have a user prove how big a fool you are for not considering something. . . So make sure that the scene is solid, stable, and intuitive so you don't have to deal with being the fool.) Publish you scene some place people can get to it and enjoy the fact that you made it.
12-06-2003, 04:10 PM
argh, why doesnt anyone just realise
i mean, you cant be very godo with 3dsmax if you realise it aint a magical game maker. You dont say "here have a few models" and it makes a level and a whole game engine just for you!:grr:
12-06-2003, 10:10 PM
Dude, what these people are trying to tell you is that 3dsmax can be used to create models or animations. But not as a means of interactivety, you need another program for that. Check these links below:
Or if your good enough you could write your own 3d engine :D
Arius - I don't think you need to interprit what other people are trying to say. Was I rude, vauge, or unclear in my post? I thought I worded it quite nice, and I tried to be as helpful as I could. I was a bit sharp on the creating a new thread when he could have used his old one (made 1 day earlier, only containing one responce, and having the same exact topic name.) I also think everyone should read the thread that Dan provided a link to (just in case you can't find it on the front page for this subject.)
The steps I provided are quite important in the creation of an interactive scene. I didn't provide resources to use simply beacue there are too many to list, and when figuring out what you want to do many of them are instantly excluded, since luisfx only says "what program i must use to do interactive my 3d scenes." I can not assume anything about what he plans to do in his scene. So in this case I can only give general advice and not specific advice as no information was given about the scene or the type, level and complexity of interactivity require for the scene.
People need to learn to stop asking general questions when they want a specific answer. "How do I make a game," is a general question and therefore it is imposable to answer specifically (this is the same as asking, "how do I cook?") Whereas if the question was asked "how do I make a game model/level that consists of x-number of part to do something created to work in game-engine y," the question would be a question that would be very useful to many people, and would provide the information need about the problem at hand so that those how have knowledge about this could help, (this is the same as asking, "How do I cook moist and chewy chocolate chip cookies.") If all the needed information is provided, even if there are several different answers to the question, uesful specific information with be given. So when a specific answers is requirered make sure to give the how, what, when, where, and why needed answer the question. If you can't think of those details don't ask until you can, because you won't get an answer you want or like.
13-06-2003, 12:22 PM
Highlystrung much?, i was merely trying to make the point simpler for him to understand as it appeared to me that his english wasn't the best. So writing a whole two paragraphs to answer his question doesn't help much at all. His question was precise:
"i need know what program i must use to do interactive my 3d scenes."
I merely said that 3dsmax could not really be used for an interactive scene as its merely a tool. Then i offered a list of programs that can create interactive scenes. Thus answering his question. I apologise for assuming what you had meant to say. But there is no need to get all rowdy about it.
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