Thread View: comp.sys.ibm.pc.games
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Started by multi tim
Tue, 20 Feb 2001 15:30
? Which 3D game and editor for university architecture project?
Author: multi tim
Date: Tue, 20 Feb 2001 15:30
Date: Tue, 20 Feb 2001 15:30
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// Needing advice choosing game and editor for architecture university project. // Hi! In preparation for a university undergraduate course in architecture we will be using computer games (3D Shooter or similar) as a tool to discover "virtual space". We'll be happy if you share your knowledge about which GAMES and EDITORS appropriate for this task. We don't need to create a "real game" with a dramaturgy, all kinds of hidden dangers, monsters and all that. We will focus on exploring a) space and b) player interaction. Here is a list of features for both the game itself and the level editor. We rated the features according to their importance to us, based on our current state of knowledge: Ratings: +++, ++, + ,0 THE GAME: 1) General Features +++ first person shooter +++ real 3D (not 2.5D), allows you to move fluidly. Features complex architectural geometry. + free player movement in space: Nice, if free floating 6DOF Movements (like in "descent") are possible. + good, if it runs both on WIN-PC and Macs 0 Less important: storyline, avatars, monsters, sounds, music 2) Graphics + graphic realism is not top priority. In fact a good abstract shaded rendering can be better than poorly lit mapped surfaces. - Less important: High-end animated visual effects, animated explosions, fog etc. 3) Hardware and Setup: ++ not too demanding on machine resources; does not require specialized high-end hardware like specific graphic cards,... ++ allows multiplayer over LAN ++ is easy to use, install and administrate 4) Playing / Moving / Interacting ++ allows several different ways of interacting with the environment: manipulating objects, moving, lifting, shifting them + free movement in space: Nice, if "6 degree of freedom" movements (like in DESCENT) are possible. THE EDITOR(S) +++ editor is easy too learn, easy to use; is well documented. ++ Most preferably geometric data can also be imported from CAD programs which are well known to the students, for instance in *.dxf format or similar.. ++ allows the creating of spaces in all directions, rather than just vertically extruding 2D floor plans. + allows to link or merge levels which different students have created separately. "Living" dynamic spaces like in VRML is not necessary though. - less important: Actors in the game / Creation of geometrically complex models of players, monsters etc.. - less important: sound design, complex animations, design of monsters What do you suggest? Thank you in advance. tim edler e: fastf...@kut-berlin.de ________________________________________________ REALITIES UNITED | [kunst und technik] e.V. leipziger strasse 50 d-10117 berlin http://www.kut-berlin.de http://www.realities-united.com ________________________________________________ buero +49.30.283911-40 fax -39 mobil +49.179.4631353
Active Worlds (was Re: ? Which 3D game and editor for university architecture project?)
Author: no1
Date: Wed, 21 Feb 2001 01:28
Date: Wed, 21 Feb 2001 01:28
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Check out Active Worlds (http://activeworlds.com/). While not free ($20/year), it can do most of what you want, except for object physics and it isn't really a game, per se, though it's getting there. http://tnlc.com/eep/compare.html to get an idea how AW compares to 3D games. multi tim wrote: > // Needing advice choosing game and editor for architecture university > project. // > > Hi! > In preparation for a university undergraduate course in architecture we will > be using computer games (3D Shooter or similar) as a tool to discover > "virtual space". > > We'll be happy if you share your knowledge about which GAMES and EDITORS > appropriate for this task. > We don't need to create a "real game" with a dramaturgy, all kinds of hidden > dangers, monsters and all that. We will focus on exploring a) space and b) > player interaction. > > Here is a list of features for both the game itself and the level editor. > We rated the features according to their importance to us, based on our > current state of knowledge: > Ratings: +++, ++, + ,0 > > THE GAME: > 1) General Features > +++ first person shooter > +++ real 3D (not 2.5D), allows you to move fluidly. Features complex > architectural geometry. > + free player movement in space: Nice, if free floating 6DOF Movements > (like in "descent") are possible. > + good, if it runs both on WIN-PC and Macs > 0 Less important: storyline, avatars, monsters, sounds, music > > 2) Graphics > + graphic realism is not top priority. In fact a good abstract shaded > rendering can be better than poorly lit mapped surfaces. > - Less important: High-end animated visual effects, animated > explosions, fog etc. > > 3) Hardware and Setup: > ++ not too demanding on machine resources; does not require specialized > high-end hardware like specific graphic cards,... > ++ allows multiplayer over LAN > ++ is easy to use, install and administrate > > 4) Playing / Moving / Interacting > ++ allows several different ways of interacting with the environment: > manipulating objects, moving, lifting, shifting them > + free movement in space: Nice, if "6 degree of freedom" movements (like in > DESCENT) are possible. > > THE EDITOR(S) > +++ editor is easy too learn, easy to use; is well documented. > ++ Most preferably geometric data can also be imported from CAD programs > which are well known to the students, for instance in *.dxf format or > similar.. > ++ allows the creating of spaces in all directions, rather than just > vertically > extruding 2D floor plans. > + allows to link or merge levels which different students have created > separately. "Living" dynamic spaces like in VRML is not necessary though. > - less important: Actors in the game / Creation of geometrically > complex models of players, monsters etc.. > - less important: sound design, complex animations, design of monsters > > What do you suggest? > Thank you in advance. > > tim edler
Re: Active Worlds (was Re: ? Which 3D game and editor for university architecture project?)
Author: Benjamin Behrendt
Date: Wed, 21 Feb 2001 15:04
Date: Wed, 21 Feb 2001 15:04
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i think you should use UED 2.0 (requried Unreal Tournament Full & V.428 Patch (better is 436)) In germany it cost only 20,00 DM - 30,00DM The Editor funktions are easy to learn and it has a good geometry engine no1 <n...@1.com> schrieb in im Newsbeitrag: 3A931A48.2944AA55@1.com... > Check out Active Worlds (http://activeworlds.com/). While not free ($20/year), it can do most of what you want, except for object physics and it isn't really a game, per se, though it's getting there. http://tnlc.com/eep/compare.html to get an idea how AW compares to 3D games. > > multi tim wrote: > > > // Needing advice choosing game and editor for architecture university > > project. // > > > > Hi! > > In preparation for a university undergraduate course in architecture we will > > be using computer games (3D Shooter or similar) as a tool to discover > > "virtual space". > > > > We'll be happy if you share your knowledge about which GAMES and EDITORS > > appropriate for this task. > > We don't need to create a "real game" with a dramaturgy, all kinds of hidden > > dangers, monsters and all that. We will focus on exploring a) space and b) > > player interaction. > > > > Here is a list of features for both the game itself and the level editor. > > We rated the features according to their importance to us, based on our > > current state of knowledge: > > Ratings: +++, ++, + ,0 > > > > THE GAME: > > 1) General Features > > +++ first person shooter > > +++ real 3D (not 2.5D), allows you to move fluidly. Features complex > > architectural geometry. > > + free player movement in space: Nice, if free floating 6DOF Movements > > (like in "descent") are possible. > > + good, if it runs both on WIN-PC and Macs > > 0 Less important: storyline, avatars, monsters, sounds, music > > > > 2) Graphics > > + graphic realism is not top priority. In fact a good abstract shaded > > rendering can be better than poorly lit mapped surfaces. > > - Less important: High-end animated visual effects, animated > > explosions, fog etc. > > > > 3) Hardware and Setup: > > ++ not too demanding on machine resources; does not require specialized > > high-end hardware like specific graphic cards,... > > ++ allows multiplayer over LAN > > ++ is easy to use, install and administrate > > > > 4) Playing / Moving / Interacting > > ++ allows several different ways of interacting with the environment: > > manipulating objects, moving, lifting, shifting them > > + free movement in space: Nice, if "6 degree of freedom" movements (like in > > DESCENT) are possible. > > > > THE EDITOR(S) > > +++ editor is easy too learn, easy to use; is well documented. > > ++ Most preferably geometric data can also be imported from CAD programs > > which are well known to the students, for instance in *.dxf format or > > similar.. > > ++ allows the creating of spaces in all directions, rather than just > > vertically > > extruding 2D floor plans. > > + allows to link or merge levels which different students have created > > separately. "Living" dynamic spaces like in VRML is not necessary though. > > - less important: Actors in the game / Creation of geometrically > > complex models of players, monsters etc.. > > - less important: sound design, complex animations, design of monsters > > > > What do you suggest? > > Thank you in advance. > > > > tim edler >
Re: ? Which 3D game and editor for university architecture project?
Author: defplay
Date: Thu, 22 Feb 2001 13:18
Date: Thu, 22 Feb 2001 13:18
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I think you should check out www.wildtangent.com. They build a 3D engine. Supportet languages: C++,Java,VB and JavaScript. You can build Kernal-Verions(Standalone) or publish it over the www (Browser). I love this engine. Check out the demos and tutorials (EyeCandy&DeveloperCentral) andreas "multi tim" <TimE...@gmx.net> schrieb im Newsbeitrag news:96u3h1$mmj$1@teufelchen.mind.de... > // Needing advice choosing game and editor for architecture university > project. // > > Hi! > In preparation for a university undergraduate course in architecture we will > be using computer games (3D Shooter or similar) as a tool to discover > "virtual space". > > We'll be happy if you share your knowledge about which GAMES and EDITORS > appropriate for this task. > We don't need to create a "real game" with a dramaturgy, all kinds of hidden > dangers, monsters and all that. We will focus on exploring a) space and b) > player interaction. > > Here is a list of features for both the game itself and the level editor. > We rated the features according to their importance to us, based on our > current state of knowledge: > Ratings: +++, ++, + ,0 > > THE GAME: > 1) General Features > +++ first person shooter > +++ real 3D (not 2.5D), allows you to move fluidly. Features complex > architectural geometry. > + free player movement in space: Nice, if free floating 6DOF Movements > (like in "descent") are possible. > + good, if it runs both on WIN-PC and Macs > 0 Less important: storyline, avatars, monsters, sounds, music > > 2) Graphics > + graphic realism is not top priority. In fact a good abstract shaded > rendering can be better than poorly lit mapped surfaces. > - Less important: High-end animated visual effects, animated > explosions, fog etc. > > 3) Hardware and Setup: > ++ not too demanding on machine resources; does not require specialized > high-end hardware like specific graphic cards,... > ++ allows multiplayer over LAN > ++ is easy to use, install and administrate > > 4) Playing / Moving / Interacting > ++ allows several different ways of interacting with the environment: > manipulating objects, moving, lifting, shifting them > + free movement in space: Nice, if "6 degree of freedom" movements (like in > DESCENT) are possible. > > THE EDITOR(S) > +++ editor is easy too learn, easy to use; is well documented. > ++ Most preferably geometric data can also be imported from CAD programs > which are well known to the students, for instance in *.dxf format or > similar.. > ++ allows the creating of spaces in all directions, rather than just > vertically > extruding 2D floor plans. > + allows to link or merge levels which different students have created > separately. "Living" dynamic spaces like in VRML is not necessary though. > - less important: Actors in the game / Creation of geometrically > complex models of players, monsters etc.. > - less important: sound design, complex animations, design of monsters > > > What do you suggest? > Thank you in advance. > > tim edler > > e: fastf...@kut-berlin.de > ________________________________________________ > REALITIES UNITED | [kunst und technik] e.V. > leipziger strasse 50 d-10117 berlin > http://www.kut-berlin.de > http://www.realities-united.com > ________________________________________________ > buero +49.30.283911-40 fax -39 > mobil +49.179.4631353 > > > > > > > > > > > > > > > > >
Re: ? Which 3D game and editor for university architecture project?
Author: Will Guidry
Date: Sun, 18 Mar 2001 16:46
Date: Sun, 18 Mar 2001 16:46
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multi tim wrote: > // Needing advice choosing game and editor for architecture university > project. // > > Hi! > In preparation for a university undergraduate course in architecture we will > be using computer games (3D Shooter or similar) as a tool to discover > "virtual space". > > We'll be happy if you share your knowledge about which GAMES and EDITORS > appropriate for this task. > We don't need to create a "real game" with a dramaturgy, all kinds of hidden > dangers, monsters and all that. We will focus on exploring a) space and b) > player interaction. > > snip > > 4) Playing / Moving / Interacting > ++ allows several different ways of interacting with the environment: > manipulating objects, moving, lifting, shifting them > + free movement in space: Nice, if "6 degree of freedom" movements (like in > DESCENT) are possible. As an architect, avid 3D computer game player and Descent level builder I would recommend the Descent series as a way for architecture students to explore 3D space relations. Descent 2 has a relatively easy level editor and there are thousands of player-created levels on the net in which to explore. There are also online games in which students can observe the behaviour of others within the space. The same is true of Descent 3. Whereas Descent 2 levels (like Doom) are based on six-sided cubes whose sides can be distorted and where space is created by removing cubes from a solid, Descent 3 levels are created more like 3D objects in AutoCad or 3D Studio, where solids are created from a void one vertex at a time. The Descent 3 editor is not at all easy to learn but is capable of producing much more realistic environments than Descent 2, which is much easier to learn. I have several Descent related links on my web site, as well as screen shots of one Descent 2 and one Descent 3 level I created -- hopefully architecturally inspired which might interest you. They illustrate the different capabilities of each game/editor. http://www.phobos-station.com/page5.html > > THE EDITOR(S) > +++ editor is easy too learn, easy to use; is well documented. > ++ Most preferably geometric data can also be imported from CAD programs > which are well known to the students, for instance in *.dxf format or > similar.. As noted above, the Descent 3 level editor is similar to creating 3D objects in AutoCad, however I don't think it accepts outside input, as in a .dxf file. > > ++ allows the creating of spaces in all directions, rather than just > vertically > extruding 2D floor plans. > + allows to link or merge levels which different students have created > separately. "Living" dynamic spaces like in VRML is not necessary though. > - less important: Actors in the game / Creation of geometrically > complex models of players, monsters etc.. > - less important: sound design, complex animations, design of monsters > Again, given your probable time constraints I'd recommend Descent 2 and its Mission Builder. Descent, IMHO, is better than the Doom-type games because of its true 3D movement capability. > > What do you suggest? > Thank you in advance. > > tim edler > HTH, Will
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