Simple Open Source 3D Game Engines?
Zenitram asks: "I'm trying to find a good open source/free, 3D first/third-person game engines. I can write basic scripts and make basic programs in various programming languages, but when it comes to making 3D worlds I do not have the skill set. Most of the Open Source programs I've found are not for beginners. I've found some pretty good commercial programs, however the game I am making has no chance of ever making a profit. As such I don't really want to invest money on a personal project. Any advice?"
You can try: http://www.alice.org/
My advice is that you get the skillset. It sounds like you want something for nothing. Any skill requires some sort of investment, either financial or personal. You can decide which investment you'd rather make.
It might not be as simple as what you need, but Crystal Space 3D might work.
24 beers in a case, 24 hours in a day. Coincidence? I think not!
Ogre is a great 3d graphics library, and cross platform.. Unfortunately it is not (nor will be) a complete gaming library. What I recommend is that you learn the c++ skills (which will serve you well) and use Ogre. Then you can make great games without having to learn the math involved (which is a lot) and the graphics rendering (which even with a masters in math I still think is a nightmare.)
Try Blender. It is good if you want to start learning how to make 3D stuff - some may say it's really difficult to get started with, but I say it's sometimes better to just do things with weight on your feet =) - and it has a really simple 3D game engine that's basically "join stuff with your mouse". You can script it pretty easily in Python. Blender also exports stuff pretty widely, so you can use it to model stuff for "real" 3D engines. (I've heard Blender + GtkRadiant + CrystalSpace rocks.)
And yes, 3D modeling for games is difficult when you start. Don't give up. I'm not a gigantic big expert either, but Blender is simple enough and I've seen people do amazing things with it.
Ogre3d http://www.ogre3d.org/
If you're willing to spend the time learning C++, using Ogre is very rewarding in terms of what you can accomplish with (fairly) little code. Ogre only handles (3d) graphics though and even though there are additional bindings for tying into 3rd party GUI/physics libraries, you'll be handling the bulk of integration yourself.
Of course, there's also Yake, which is more aimed at being a complete game development framework.
If you're not interested in building a game from scratch, have you looked into implementing your game as a mod for some already existing game?
Try taking a look at Panda 3D
http://www.panda3d.org/
It's designed to be simple; and is in use by major game developers
http://www.delta3d.org/ - "If it's good enough for the Yankee Army, it's good enough for you!"
But I don't think there are any simple solutions. I recommend grabbing a copy of the original Half-Life and downloading the SDK. Developing for HL is fairly simple if you know a bit of C++ and enough about CAD to map with the Valve Hammer Editor. Modelling ain't so easy, but there's no solution for that other than just learning to do it.
Simple, Open Source, 3D Game Engine
You get any two.
Panda3D is pretty decent if you're using Windows (it supposedly runs on Linux and Mac OS X with increasing levels of difficulty). It supports shaders and other such fun things if you're into that, and has Python scripting, which is always fun.
Maybe the commercial programs that you want are available on Usenet?
For 100$ you can get torque. It was the best investment I ever made.
.DTS format which is what torque uses, and you can do all of your mapping with Valve's Hammer Editor, which is a very nice editor.
I'm a gaming and simulation major at college, and I needed something for my senior project. I still have a year left before I have to start on it, but I decided to get a jump start.
99% of things you want to do can be done with the scripting langauge in torque, which in my opinion is very C like. Milkshape will let you export your models to
I'm working on a project with 2 friends, ones a character modeler, ones a mapper, and I'm the progamming guy to put it all together. most of what I want to do has already been done before, so all I have to do is look on the torque forums to find step by step directions on how to do everything from adding flashlights, adding vehicles, night visions, or anything else I could possibly want.
And, if you buy the upgraded lighting pack for 50$, the torque engine looks very pretty.
You know you can't just pick up some tool and press 10 buttons to get a game; that's what beginners want to do. 3D Game Construction Kit doesn't exist because the dynamics of a 3D game are so HUGE.
:)
Writing scripts in a game, as you say you can do, is possible only because someone wrote huge swathes of code behind it, including tying a scripting engine into hundreds or thousands of classes and objects.
If you got a "simple" tool, it would be too simple to give you the environment you are currently comfortable and competant in coding in. You need to get more complicated
Quake 1-3's engines have been GPL'd. You can find them on ID's ftp server. If you're looking for the best available free engine I think Q3's would be near the top of the list.
The reason most game engines are complicated is because 3D game design is not for beginners, mostly due to the broad compromises we make due to technological limitations. Heck, just 3D graphic design is a beast to learn. Anyone can draw with a pen and paper, that's 2D.. photoshop, illustrator, these can be learned in a couple days. 3D is not something that's easily adapted between reality and virtual worlds.
-Billco, Fnarg.com
"If you're not interested in building a game from scratch, have you looked into implementing your game as a mod for some already existing game?"
Mod parent up for suggesting a mod.
Seriously.
Unless you have VERY specific requirements for your game, you should be able to get quite far by creating a mod for an existing game. Now, that could either be a close sourced game or an open sourced game, that's entirely up to you.
Since you stated that your game is never going to make any money anyway, going with a commercial, open source game seems viable. This opens up the possibilities even further. Depending on the type of game you had in mind, Quake3 and Descent2 are both mod'able and both have their source code freely available.
If you don't want to use a commercial open source game, you could use one of the many "free" open source game (feel free to insert the obligatory speech and beer comments here), e.g. Vegastrike ( http://vegastrike.sourceforge.net/ ).
All that said, you don't NEED the source if you can keep it 100% in the mod realm - and people have done some amazing things with mods!
You should try Irrlicht: [ http://irrlicht.sourceforge.net/ ]
It's relativily easy and yet versatile and powerfull
"I'm trying to find a good open source/free, 3D first/third-person game engines. I can write basic scripts and make basic programs in various programming languages, but when it comes to making 3D worlds I do not have the skill set.
So let me get this straight: you're looking for an engine which allows you to build something you readily admit you are unable to build?
This is rather baffling. It seems like your skillset (scripting, basic coding, no modelling or worldcraft) would strongly recommend itself to modding or storytelling within existing commercial engines where there's a huge base of art, maps, models and media inherently available, which let you do the scripting and writing with little compulsory art design. If you want to do something FPS style, why not Source? If you want to do something RPG style, why not NWN2 when it comes out, or NWN now? As nice as it would be to have an open source alternative, a high quality open source game SDK with all the functionality of the more comprehensive commercial equivalents (with the various fan-made tools which have been created to complement them) simply does not exist.
Karma: Chameleon (comes and goes)
It just seems that when it actually comes to learning the stuff the answer is "Go to the citadel".
http://taspring.clan-sy.com/
Spring is an open source RTS Engine, created by fans of Total Annihilation. There is actually an active gaming community, and mods based on the engine, like Star Wars : Spring, based on the SW:TA mod.
why not Source?
Steam's activation is the problem. I've read horror stories here on Slashdot of overloaded activation servers and inability to play on machines that are never connected to the Internet for security or economic reasons.
http://www.garagegames.com/ It's $99, but a great engine and has some very good support from the company and community. If you're really serious about it, $99 is incredibly cheap for the value it offers.
http://panda3d.org/what.php
What is Panda3D?
Panda3D is a 3D engine: a library of subroutines for 3D rendering and game development. The library is C++ with a set of Python bindings. Game development with Panda3D usually consists of writing a Python program that controls the the Panda3D library.
Panda3D is unusual in that its design emphasis is on supporting a short learning curve and rapid development. It is ideal whenever deadlines are tight and turnaround time is of the essence.
For example, in a class called Building Virtual Worlds at the Entertainment Technology Center, interdisciplinary groups of four students are asked to create virtual worlds in two weeks each. Screenshots of their projects are visible throughout this site. Panda3D is what makes this rapid turnaround possible.
Panda3D was developed by Disney for their massively multiplayer online game, Toontown. It was released as free software in 2002. Panda3D is now developed jointly by Disney and Carnegie Mellon University's Entertainment Technology Center.
One suggestion: Why not wander over to Jonathan Fowler's games web site http://jonof.edgenetwork.org/ and take a look?
The engine behind Duke Nukem 3D (and Shadow Warrior) was written by Ken Silverman, and was called the "Build Engine." Ken released the source code for the engine in 2000, then 3D Realms released the code for Duke in 2003 and for Shadow Warrior in 2005.
Jonathan Fowler (JonoF) has ported all of these from Win95/Win98 to WinXP, with Ken Silverman's help.
At the very least, give the games a try - JonoF and Ken did some very fine work, and it's a lot of fun to play with Duke and Lo Wang once more.
And, you never know - the work they already did may be useful to you as a springboard for the project you have in mind.
As the person above said - do plan to put some time into this.
Good luck, and enjoy!
Easy language (Java), easy API. OpenGL. Windows/Mac/Linux. Complete API (input, sound, 3d, etc), and fairly mature (been around for years, used for commercial developement by several companies now) and active. BSD licensed. But for a beginner like you, most importantly a strong community that welcomes many new users like yourself.
Ok, (disclaimer) so I am a developer in this project now. But only because it was simple enough to jump right in when I was a new user myself. Like any open source engine it has some rough spots. But compared to the other projects mentioned here (OGRE, Irlicht, etc.) it really focuses on making things easy with many utility classes and methods, rather than just the latest features.. while still giving you complete freedom to make what you want (as long as OpenGL can handle it) and high performance.
If you really have no idea of how 3D works, I'd go with some of the "click and drag" projects mentioned here, if only to teach you the basics.
www.jMonkeyEngine.com could use an update, but you can check some webstartable features, the forums (very active, also many links to programs using it in there), and there's a dev dairy on how to quickly make a game with this engine.
Check out Cube and Sauerbraten. Both are 100% open source game engines.
Except that Blender actually does have such a thing. You actually can build a game from scratch by pointing and clicking. It's not easy, but it's quite possible. Get the Blender Game Kit book with sample games and start from there. It's relatively easy to do something at the Marble Madness level, and a good driving game is possible.
Try the Blender Game Engine. You have all your 3d tools right there in one package. The engine is quite versatile, and now supports GLSL shaders, multi view ports, and physics. http://www.blender3d.org/
Myself, I've been looking for an isometric engine, preferably with Python or .NET bindings. Anyone seen one around?
Soya3d is a 3d engine written as a Python module (really). Being a python beginner, and someone who hasn't written a lick of C in ten years, I can tell you it's EXCELLENT. It even comes with a sample 3rd person game, Balazar, that has been fun to play (although it's not quite done) //and// to tweak under the hood.
I highly recommend it.
This is over and above the other mentions of Ogre3d, Nevrax, Cube/Sauerbraten, the Quakes, Nexuiz, the Worldforge projects, etc.
LOL.
... :P
One of the old guard, I see. Those were the days
Yeah, but what if some of use want to program 3d games and we don't personally actually run Windows. That might be kind of a setback, don't you think? And even some Windows developers might want a cross-platform option. Instead of, you know, being a dick to everyone that doesn't run Windows. I don't know what platform the original poster develops on, but since he seems to be into OSS, it seems just barely possible that a Windows only solution might be a dumb suggestion.
http://www.quesa.org/
the open source implementation of Apple's QuickDraw 3D
Stable, finished, well documented
That's NOT what I want in a scripting language. :-|
We used a program called VPython in my physics class for simulations. It doesn't have a lot of features at all, and its cbut if you're looking for simple 3D graphics, it's amazing. I used to be a teaching assistant for the intro to Java class at the my University, which all engineers were required to take. What was amazing was that after 10 weeks, no body knew Java in a class that was dedicated solely to teaching it, and yet, in my physics class, people were able to mess around with VPython in only a week. Consequently, this is also a testament to the power and simplicity of Python.
I'm a signature virus. Please copy me to your signature so I can replicate.
Depends on what kind of game you're trying to make really.
Projects like Reality Factory (www.realityfactory.ca) are very useful for developers looking to script a bit, but not dive into the low-level C++ coding, which is what it sounds like you are looking for.
Gekido's Lair
What on earth could you possibly be babbling about? Are you saying that OpenGL only "runs" on Windows? Did you happen to miss the "Open" in "OpenGL"? Your comments are some of the most nonsensical I've ever seen that didn't appear to be joking. See the OpenGL entry at Wikipedia.
I'd suggest either the original Unreal Tournament, or (if you're feeling a bit more adventurous) UT2004.
.u files.
Given how old the original UT is, that might surprise you a bit...however, it's an extremely capable engine, nearly everything's scriptable, (UnrealScript is a cut down Java) and mapping is infinitely faster and easier than for the Quakes. You've also got an enormous amount of existing code examples available online, in the sense that the source for UnrealScript mods and mutators can be extracted from the
True, they're not open source. However, there's no other package on the planet quite like UnrealED, and so long as you don't want to make money with your project, (which you've said you haven't) Epic don't really mind what you do with it too much.
No, I'm responding to a post recommending DirectX over OpenGL. I disagree with it because DirectX is Windows only, and OpenGL is not.
There's something else that should be added to this. Epic makes a runtime available for those who don't want to buy the game. BTW Farcry is proably the easiest game to mod. But a lot of the newer games are moddable, and look good too. e.g. Doom3, F.E.A.R., Earth 2160, even the GTA series (I believe Renderware is taught in schools). And just wait till the later part of this year...Wow! Mod heaven.
Microsoft has many programmers working for them. They are a citadel system. That book with four authors, still a citadel system, which is why one author wouldn't do anything different. Citadel system result in "one true ways" most of the time. Bazaars can be better than that.
I'm assuming that's because of the free part, and not because you want to understand how game engines work.
"I can write basic scripts and make basic programs in various programming languages, but when it comes to making 3D worlds I do not have the skill set."
Basically you want a game package* with a scriptable API.
"Most of the Open Source programs I've found are not for beginners. I've found some pretty good commercial programs, however the game I am making has no chance of ever making a profit. As such I don't really want to invest money on a personal project. Any advice?"
Hence my first comment. Anyway commercial or open, what you're attempting isn't going to be easy. You can try online tutorials at a variable standard of quality. Or you can buy a couple books.
2D Artwork and 3D Modeling for Game Artists
Creating the Art of the Game
Mastering Unreal Technology : The Art of Level Design
Digital Texturing & Painting
Digital Lighting & Rendering
I recommend the last two for those who wish to go from so so to wow with their creations.
*I use the word "package" because a game engine is more than just "pretty pictures". It's physics, AI, networking, and then pretty pictures.
I thought cube was the defacto standard well-known open source 3d game engine ?
/. thread shows nobody has mentioned it yet. This allows simple in-game 3d world creation, even with people over a network collaboratively. All the source is available and the actual game itself is bonza.
http://www.cubeengine.com/
Oddly my quick scan of this
http://g3d-cpp.sf.net/
-m
I think the parent post to yours was right on, as a response to this drivel (which comes across to me as nothing but MS-centric shilling).
"Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
Bah. Computers are for wimps -- what, you aren't manufacturing your own transistors? What sort of a girly-man are you?
"Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
"The reason most game engines are complicated is because 3D game design is not for beginners, mostly due to the broad compromises we make due to technological limitations."
And yet that's what Offset Software has done using the latest technologies.
A game engine usually consists of many components including the graphics engine. While many people have pointed out Ogre as a game engine, it is to be noted that Ogre does not claim to be a game engine in itself. It only strives to do what it does best: Graphics.
.. you may call that a game engine. :)
Yake, on the other hand, integrates Ogre and ODE (a physics engine)
Ideally, today's games require that a game engine would need these components:
1. Graphics engine
2. Sound engine
3. AI/Gameplay/Scripting engines
4. Common Client/Server/Game framework
5. Networking
6. Physics (someone saw Novodex/PhysX coming? )
7. Content Creation / Editing / Deployment Tools
Optionally:
8. Dedicated server (web apps) for multiplayer games
So, if you've put all of them together
-Karthik
DirectX is Windows only, except through Wine.
You've got it.
Pussy (closed and costly)
or
GPL Pussy (open sores, and in Soviet America it smells you back).
As other posters have noted, if you don't have the skill set then you shouldn't be worrying about engines quite yet. How familiar are you with vector and matrix mathematics? If you ever plan on doing ANYTHING in 3D, learn that. Trying to do anything without knowing the basics is just plain ludicrous. Once you've gotten the hang of those, you can start coding. The mathematics are usually the biggest block to get over when programming in 3D. After learning that stuff, OpenGL or Direct3D will seem alot less daunting. Alternately, since there's alot more to 3D game programming than just learning a graphics API, you could then try making a mod or playing with one of the many engines listed in previous posts. My own personal opinion though: Engines are wrong. They're usually general purpose solutions when I want a specific solution. Engines are evaulated by companies/individuals based on features that they want. They'll usually go with the engine that has a balance between features and ease of use. One could argue that learning an engine and adding the features you want would be just as time consuming as writing your own engine from scratch (it's an argument that I ascribe to). As a learning environment, I really can't recommend anything better than reading tutorials; getting comfortable with the concepts; and then doing everything yourself. That's the approach I've taken, and I've found it to be a rather useful approach (it's the same with programming languages - did you learn the science behind it or did you only learn the syntax?).
Ok, so I'm breaking two of your requests, it's not open source, and it costs $100US. But that's not much money, and maybe you really don't need open source for the graphics subsystemn? It's easy, powerful and and I think it's brilliant from the demo version I have used.
Either they didn't care about learning or they are a bunch of morons.
To me, this is like telling someone, "So, you want to learn to write C? Ok, first, you need to figure out how compilers work..."
Rediculous.
Does understanding the build/link make me a better programmer? Absolutely. And when I am fighting for others for a paying position, this would be a serious factor. However, if I am making a quick VB form to help my kids learn addition, they would be in algebra before I got it done.
But to suggest to someone who wants to make a game that they have to first build a 3D engine in order to properly appreciate the effort is balder dash.
First of all, it is going to be a LONG time before he gets anything even close to a game. Why do we always start with "Hello world!"? Because that delivers that "Oh yah! Look at that!! I just wrote that on the screen! Look out you MIT snobs, I am right behind yah!!" For someone who isn't really drawn to programming (I am making the assumption based on what he gave us in his post), why in the world would he want to submerge himself in some of the most abstract and complicated programming out there. (for me it is math, can't tell you how many books I have set down thinking, "Dude, I want a to make a whizzing space ship, not learn advanced calculus..." I have picked up many of the concepts as I went along and they made my product MUCH better, but in those initial stages, there was nothing that turned me off more than having 5 chapters of academic noise to explain what I could do without effort with numerous choices of libraries. Again, we are not talking about becoming a "professional" here, we are talking about the most efficient and rewarding way to invest your hobby-time.)
Second, 3D engine programming has nothing, and I mean litterally nothing, to do with game programming. For a geek, designing a 3D engine is tons of fun. For a guy who just wants in his spare time to "see his vision", I couldn't think of a greater waste of time.
Again, as you get more advanced and want to do more, you really need to eventually wrestle with this stuff. However, to just make a game, you would be really wasting your time, OHO.
I have used Torque (garagegames) and find it a perfectly adequate engine.
I have also used TrueVision, but not enough to form an opinion.
There is another I used a lot that I cannot recall, however, I have heard good
things about many of the products others have suggested.
http://www.blitzbasic.co.nz/
Try licensing the Serious Sam engine, I believe it is 100 for the first engine and 1000 for the second. For 100 bucks you get amazing graphics and no boundaries on maps... as well as thoroughly documented engine and SDK... If you gross enough you could license the second ;)
:)
100 bucks... come on!
there's a great Windows port of Duke Nukem available, and it includes all the tools you need to create your own levels. It would be a great start. You can get it here
The higher the technology, the sharper that two-edged sword.