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Posted: Sat Oct 14, 2006 4:55 pm
by Crill3
Oh, I assumed you used Windows since you asked for a compiler :P
Use xCode if you really want a GUI, but for just compiling stuff quick,
using gcc from the terminal is better.

Posted: Sat Oct 14, 2006 4:59 pm
by NickD
Yay! So use Dimension 3. It's for Mac. www.klinksoftware.com

Posted: Sat Oct 14, 2006 5:04 pm
by Crill3
He's already decided to try Crystal.. Crystal.. whatever.

Posted: Sat Oct 14, 2006 5:18 pm
by Kalexon
Crystal Space, and I decided to go with Python first.

Posted: Sat Oct 14, 2006 5:39 pm
by GreenAlge
Crill3 wrote:Oh, I assumed you used Windows since you asked for a compiler :P
Use xCode if you really want a GUI, but for just compiling stuff quick,
using gcc from the terminal is better.
gcc is only better if you don't have to link against the NUMEROUS frameworks that game engines always seem to have and/or require. Having to type "-framework Whatever" 6 times every time you want to compile something.... veeeery annoying....
Kalexon wrote:I decided to go with Python first.
Excellent decision. Lemme know how it goes! :)

_Nik

Posted: Sun Oct 15, 2006 5:54 pm
by Kalexon
Okay, update. I haven't been able to have a lot of time to use python. Good news though is that I might be able to get the trial version of Unity working, probably by just installing it on a diffirent computer. Also a possibility I might be buying, depending on weather there's an Academic price.

Posted: Sun Oct 15, 2006 9:01 pm
by GreenAlge

Posted: Sun Oct 15, 2006 11:38 pm
by wormguy
Actually, Blender isn't that hard to use, you just have to read the documentation. Although, if you're not a keyboard person, Blender is pretty annoying to use. But if your 3D modeler isn't working, it's definitely the next best thing.

Posted: Tue Oct 17, 2006 1:50 pm
by alextgordon
3D or 2D?
2D I don't know, but if you want a ready-made 3D game engine then
maybe Unity?
The programming language used in Unity is Javascript
(you can use C# or Boo (wth is Boo?) but Java is recommended).
I wouldn't develop a 3D game with Java - it's too slow. C# is nice if you can find an engine. But then it won't work on Macs.

Python is really nice as a scripting language or a first language or even for developing 2D games (with Pygame) but it isn't suited to 3D as it's interpreted.

If you are developing 3D games there is really nothing better than C++. I'm no fanboy (I don't really like the syntax) but it has speed and lots of libraries.

I tried Irrlicht out once. It's a nice engine but the support sucks because the guys at the forums are so unfriendly. Also the quality of the GFX isn't that good.

When I next try and develop a game I think I'm going to use the Ogre engine.
Oh, I assumed you used Windows since you asked for a compiler Razz
Use xCode if you really want a GUI, but for just compiling stuff quick,
using gcc from the terminal is better.
You should probably always use Xcode however small the project is. GCC is nice for printf("Hello World"); kind of things but as has been said, once you get to more than one file or complex stuff then Xcode is 300x better.

Posted: Tue Oct 17, 2006 2:23 pm
by Crill3
Alright, then, you would know :P

Welcome to the forum.

Posted: Tue Oct 17, 2006 6:12 pm
by BunnyWithStick
I'm no programmer, but I can make tiny useless apps that run in the terminal. (And print "Hello World", or "Hello %[email protected]#" even. :twisted:)

Either way, I'd just like to say that I like the multiplatformness and simplicity of java, but yeah, I guess it's slow. And C is pretty good, as is Objective C, though I haven't ever done any programming in either. (Besides terminal apps in C.)

Posted: Tue Oct 17, 2006 8:48 pm
by GreenAlge
alextgordon wrote:
3D or 2D?
2D I don't know, but if you want a ready-made 3D game engine then
maybe Unity?
The programming language used in Unity is Javascript
(you can use C# or Boo (wth is Boo?) but Java is recommended).
I wouldn't develop a 3D game with Java - it's too slow. C# is nice if you can find an engine. But then it won't work on Macs.

Python is really nice as a scripting language or a first language or even for developing 2D games (with Pygame) but it isn't suited to 3D as it's interpreted.

If you are developing 3D games there is really nothing better than C++. I'm no fanboy (I don't really like the syntax) but it has speed and lots of libraries.

I tried Irrlicht out once. It's a nice engine but the support sucks because the guys at the forums are so unfriendly. Also the quality of the GFX isn't that good.

When I next try and develop a game I think I'm going to use the Ogre engine.
Oh, I assumed you used Windows since you asked for a compiler Razz
Use xCode if you really want a GUI, but for just compiling stuff quick,
using gcc from the terminal is better.
You should probably always use Xcode however small the project is. GCC is nice for printf("Hello World"); kind of things but as has been said, once you get to more than one file or complex stuff then Xcode is 300x better.
I mostly agree with you, but I would argue that Python can be used to make a serious game if you find/write your graphics functionality in C++ (fast) or C (faster) and use it as a Python extension module. I worked in school last year developing such a Python/C hybrid engine. It worked quite nicely. As you said, Python's is interpreted, which means iterative tasks (i.e., anything graphics, especially 3D) slow it down tremendously. But, take those out and put then in C, and then use Python for logic, and you've got a golden solution :)

_Nik

Posted: Tue Oct 17, 2006 9:46 pm
by NickD
USE CPP!!!!! dont be lazy and get some books on it. I dont really take games seriously when people use already-made game engines to make thier games. :x no offence... so... yah.

Posted: Tue Oct 17, 2006 9:59 pm
by GreenAlge
NickD wrote:I dont really take games seriously when people use already-made game engines to make thier games.
Why not? Games are about content, not about nightmereish amounts of OpenGL, OpenAL, SDL, and whatever-the-crap-else code. If you can't find an engine that does what you want, then by all means make your own, or modify an open source one, otherwise... why go through literally years of extra work before you can even start on the game itself?

Now, Lugaru 2 is a good case for building your own engine: it requires features not all found (some probably not found at all) in pre made engines, and so in comes Phoenix. Now, David's a kick-ass and hella-rapid programmer, and he's already logged about a year's worth of work, or maybe more and not actually started in on the game content. And I'll bet that Wolfire will reuse the Phoenix engine for games other than Lugaru 2.

My point is: the quality of the end result is what matters. So, if there's a pre-made engine that works for your purpose, use it!

_Nik

Posted: Tue Oct 17, 2006 10:18 pm
by NickD
You have a point, but there are a lot of engines like Releam Crafter and stuff like that that have such limited amounts of stuff you can do, that you mind as well not use it. The only reason that I would use someone else's engine is the map editor. Otherwise the rest is cusomisable and fits to your needs. If you're experienced enough you might go ahead and edit it and add some stuff. The only map editor I would recomend is from Klink! software. But I still wouldnt take it too seriously, because I feel like the creator was lazy and just wanted to finish and sell it ASAP.