Special

Clearance Sale!

We've been publishing for over five years now and it's time to clear out our inventory of back issues, so we're slashing prices!

RBD Magazines

Check out this amazing clearance sale of all our past issues. Missing some issues? This is a great time to complete your RBD collection. Save up to 40% off the regular price of our printed back issue packages. These prices are only good until the end of the year May 2008 and supplies are limited, so place your order today.

Article Preview


Buy Now

Print:
PDF:

Feature

Renegades

A real-time 3D game engine

Issue: 2.4 (March/April 2004)
Author: Joe Strout
Author Bio: Joe Strout works on REALbasic on weekdays, and works in REALbasic on weekends.
Article Description: No description available.
Article Length (in bytes): 21,382
Starting Page Number: 18
RBD Number: 2411
Resource File(s): None
Related Web Link(s):

http://www.codenautics.com/renegades/
http://sourceforge.net/projects/racu/

Known Limitations: None

Excerpt of article text...

For over a year, during lunch hours, evenings, and weekends, Jeff Quan and I have been working on a secret project. This project is finally ready to be unleashed, and you'll be among the first to know the details.

The project is a 3D action/adventure game, in the style of modern games -- there are puzzles to solve, a story line to follow, power-ups to grab, and plenty of bad guys to avoid or destroy. However, our purpose was never just to make a game; it's also a game engine, a foundation on which other REALbasic developers can build their own games.

In this article, I hope to equip you to give form to your own game vision, based on the engine and tools developed for the Renegades project. It's not for the faint of heart -- making a game is a big project no matter how you look at it -- but many of the most difficult issues have been solved. By using our code as a starting point, you may be able to achieve more ambitious goals than would otherwise be practical.

I'll readily admit that the current code is as much "game" as it is "game engine." As you crawl through the code you will certainly encounter concepts specific to our game, which includes several kinds of robots, particular power-ups, doors that work the way we needed them to, and so on. Over time, as people develop other games on the same foundation, the dividing lines between game-specific code and general engine code will become more clear. It was important to develop it this way, in the context of a real game; that's the only way to be sure that the engine can handle the problems a real game encounters.

...End of Excerpt. Please purchase the magazine to read the full article.

Article copyrighted by REALbasic Developer magazine. All rights reserved.


 


|

 


Weblog Commenting and Trackback by HaloScan.com