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?"
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.
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?
Simple, Open Source, 3D Game Engine
You get any two.
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!
"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's NOT besides the point. It *IS* the point.
3DCK was way way too complicated. I had a copy of it when it first came out for the Amiga, and didn't get very far; it was even worse than the SecondLife modeller (which is saying something) and only being able to walk around kind of boring virtual worlds, shooting a laser into the middle or so, was more than limited.
I don't think anyone made any decent games or even virtual worlds in it, that were ever available on public domain BBS or so.
Isn't that the only way to really do it, without people becoming free teachers (teaching is something that takes patentience, and sacrifice of time)?
If you want to know something and I can say RTFM, and point you to a good manual (on my desk right now I have the C Bible and a well known book about compilers), that has taught thousands of people in the past, isn't it a lot simpler and less risky then me trying to explain something that I've never explained before (most profs I know that are teaching a new course are constantly afraid of teaching it improperly, because they've never recieved feedback on the notes before, well the good ones anyway).
I mean, if you have questions while reading a manual then by all means ask. But if you want to ask 30 people for an impromptu lesson, most will probably only try to teach the book anyway. So cut out the middle man and get the tried and true solution, if possible.
Remember, the bazaar just lets things happen, under the assumption someone will want them to. Tutorials and forums are the only things I see that answer that model.
Am I open minded towards open source, or closed minded towards closed source?
Most tutorials are written by one person, and merely rehash the "one true way that worked for them".
As opposed to many people doing the exact same thing? Take graphics, I have the book "Computer Graphics: Principles and Practice" by 4 different people. The thing is huge, and pretty comprehensive about 2D and 3D graphics. But all they did was create the "one true way." Would the book be different if only one author had written it? Probably not.
And play a game? The game that programmers play is called "solve the puzzle" where they have to figure stuff out. If you think you can effectively teach with a "normal" game, then by all means try. But learning some things is boring and frustrating as hell. Grokking those pieces and putting them together on the other hand is one of the most rewarding things you could ever do. One of the greatest joys I've had in CS is figuring out tough algorithms, despite the amount of time I've spent working on any given problem.
As I said earlier, if you are struggling with a specific concept or problem, just ask. That method is a lot better then having knowledgable people assume where the bottlenecks of comprehension are in advance.
BTW, Google groups is my first point for forums (in general). Common problems are typically brought up there by someone else. The hardest part is specifically phrasing what you want. But with computer languages it isn't that bad.
That being said, I know I'm not the fastest at learning new things, nor am I the best at reading manuals. Far from it. Sadly, you have to get used to it. I don't know if you are looking to get into the computer industry, but from what I've seen, I've never been able to rest on my laurels. And in the real world of computing, documentation sucks the most where you need it. Consider it an extension of Murphy's Law.
Am I open minded towards open source, or closed minded towards closed source?
Actually with modding I'd be more worried about the code itself, the Source SDK is supposedly VERY messy, I've seen mods switch from HL2 to other engines (Quake 4 I think) simply because Source is a huge PITA.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
Parent is right up to a point:
DON'T USE THE ORIGINAL ID QUAKE SOURCES.
I repeat: don't use them. There's been a LOT of open source development going into all three of quake engines. Quake 1 and 2 are just a google away; quake 3 deserves special attention as it is relatively young: icculus quake 3 (and that's only one of many, many forks, but arguably the most known.)
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.