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Nostrafus
10th July 2006, 05:42 AM
Alright, I've got an idea for a game, and I'd like to at least start the programming for it, but I'm fairly new to linux, and I need a bit of direction.

If anyone can point me in the direction of a site or several sites on game building in linux I'd definately appreciate it. I'll most likely be making it in C since I'm okay with it.

To give a description of the game, it's a sorta-3d (3d objects turned into 2d sprites to give artificial depth) turn based space empire building game.

I'd definately need help finding a website on graphics engines (or graphics engine design) since I've never worked with any kind of graphics engine.

As well as a few sites on general game programming so I can take notes on things I may be missing.

Maikel
11th July 2006, 12:08 AM
I found this for ya, has getting started and tuts. and engines. Looks like all you would need too. Good luck with your game.
http://gpwiki.org/

cypher543
11th July 2006, 12:37 AM

Irrlicht is a very good 3D engine for linux. http://irrlicht.sf.net
Then there is the Torque Game Engine. http://www.garagegames.com

Torque is the full thing. It has 3D graphics, audio, physics, etc. But it's $100, which is a very low price for something so powerful.

If you want too look around some more, there is a very good 3D engines database at http://www.devmaster.net. It has reviews and feature outlines for each engine, too.

rappermas
15th July 2006, 06:17 AM
I can't even imagine how hard programming a game by myself would be. I'd probably be slapping the compiler around the screen shouting at it and flaming the people that made the libraries.

Well, that's if you do it the old fashioned way. I understand that there's a lot of software out there to make the process, well, more friendly.

I might be wrong, but, if you have the game engine, all you need to do is code the story and slap things in there like art, 3d models from a program like 3d studio max, and music.

iamroot
15th July 2006, 02:36 PM
I have Torque and it's pretty good but the downside is that it's proprietary which sucks since I can't post my stuff online for others to continue when I get sick of programming.

Nostrafus
15th July 2006, 08:03 PM
I can't even imagine how hard programming a game by myself would be. I'd probably be slapping the compiler around the screen shouting at it and flaming the people that made the libraries.

Well, that's if you do it the old fashioned way. I understand that there's a lot of software out there to make the process, well, more friendly.

I might be wrong, but, if you have the game engine, all you need to do is code the story and slap things in there like art, 3d models from a program like 3d studio max, and music.

heh, I'm use to programming absurdly large things... longest one on record... wait for it...

130,800 Lines of Code... Took me about 4 months... but that was also when I had the time to put in 10 hour days devoted to coding (about 75 lines of code an hour at that rate and a good bit of it was copy and paste) and about 38,000 lines were from another program I had made, so that took a bit of time out of it.

Now... for those intrigued as to what I would spend that much time on... wait for it...

It was a multifunction program for Battletech, It would create and name a Mechwarrior for you either by random points or by creating a backstory for him, with each choice affecting a stat. It would create Mercenary groups which you could then generate missions for, based on which house was offering the job, and who it was going against, and if you were facing one of the clans. It would also create galaxies, that's right, fully detailed galaxies labeling every planet from a very large database, giving it's gravity, size, atmosphere content, rough geography, and capital city. Or you could just make a single planet. It would also create custom BattleMechs, including tonnage, movement, engine type, weapons, etc. All of this, and it also had a print feature for every one of these features.

Now... the programming language I chose to write all this in... again... wait for it...

QBasic... (Laughter)

I so wish I still had the code for it.