Added: 1 year ago
From: mikeyrt16
Views: 32,205
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (251)

Sign In or Sign Up now to post a comment!
  • 1. How long did it take you to make this?

    2. Congratz, it looks great..

  • who else think the little webcam-head-dude is kinda cute X3

  • I am writing my own exporter for blender. I was wondering if you know of any good references for me to learn how to actually animate them in c++ using the data I export? I am sure I need to export: vertex data, face data, normals, textures, rigging, uv map coords, animation data... is there anything I am missing? I want a tutorial that teaches me how to use the rigging/animation info in my engine... Where did you learn this?

  • Did you make your own level editor or did you do all the modelling in blender and then load it with Ninja Bear? Kudos to you, I have probrably seen this video 12 times. It seems like it would be a good game. What is your stand on releasing the source code for this engine? I would only use it for learning purposes (particularly the render device?).

  • Dude I want to play this lol

  • Nice game idea

  • Is this available for download somewhere?

  • Is this a one man developed game? Btw is very interesting

  • how do i intergrate opengl into chipmunk

  • Awesome, makes me want to learn 3D progamming :)

  • this is too cool....how long had you been working on this at the stage in the video?

    

  • hmm hello have you skype? :) i have, dead.lol1 and so i have c++ opengl and how you make movement this character?

  • nice game!

    it must be nice to play with that teleport thing

    some questions:

    which software did u use to make the models of this game?

    in which file format did u save them?

    thanks in advance

  • @GusToyota I used lightwave and wrote an exporter to save it into a format of my own design. I call it the NinjaBear format. Because I'm a complete loser.

  • @mikeyrt16 what math should I know for this?

  • @Thet3 For the foundation math needed for 3D tranformations and rotations, read Fletch Dunns 3D math primer for graphics and game development (or it's equivalent). Calculus comes in handy for certain geometry and shader techniques, but isn't essential. A decent understanding of physics is needed, but this stuff is always quite straight forward. Dunno really. If anyone else has anything to add, feel free.

  • @mikeyrt16 Funny you mention that, I'm actually reading that right now. Just got to the point where I'm learning how to multiply matrices and vectors. Pretty awesome, and mindblowing stuff. Also, your engine rocks! How long did it take you to do this? I just stated building one in OpenGL and SDL (with a little bit of Qt).

  • nice game

  • very cool game

  • Great music

  • Portal?

  • najs

  • You made it dude!

  • i want that game

  • Oh god! Im saw something excellent! You're master! Hmm you have good idea for code this game :P I think you're EXCELLENT!!!!!!!!! Big plus!

  • beautiful, i hope you become very successful. :)

  • Comment removed

  • omg this is so impressive

    how long did it take to learn c++ that well?

  • Hah 1:00 Oh snap!

  • Awesome! love it :D

  • I have a question. I presume you made the animations beforehand (on Lighwave3D). Is it possible to interpolate a preanimated object?

  • So I decided to learn openGL but I know only C++ basics and nothing else ... Where can I find tutorials on it and should I learn WIN API first ?

  • @sichkoezaetowe "NeHe Productions" has about 50 tutorials covering a range of difficultly, starting from learning how to use the graphics API to more complex 3D graphic techniques like skeletal animation and stencil shadowing. I think it also has some basic shader tutorials. For a typical 3D app you really only need a basic window to render to, it's really straight forward. NeHe covers the basic setup of a win32 app, so you don't necessarily have to understand it, but it couldn't hurt.

  • WHICH IS BETTER DIRECTX OR OPENGL !?

  • @sichkoezaetowe Which is better, apples or bananas? My preference is the OpenGL API, but DirectX is equally good.

  • @mikeyrt16 Well it depends, Do you want to be stuck to Windows programming? (DirectX) Or do you want your game to be cross-platform? (OpenGL) Not to mention that DirectX is proprietary, while OpenGL is open-source.

  • @chase4926 direct x is free (open-source)

  • @DamarSweetness DirectX is not open-source. Free and open-source are very different things.

  • @sichkoezaetowe

    Either, but OpenGL is more cross platform... And everyone knows bananas are better :).

  • very nice work....very nice

  • awesome!

  • Hi there. I am new to OpenGL programming, and I was wondering how do you utilize the GPU? Can you point me to a basic tutorial? I am just now getting the hang of OpenGL and I want to start on more complex programs, but I need to know how to bring my GPU into the picture. THanks

  • awesome

  • aaawwwwyeeeeaaa

    beatifull engine guy,he's free?

  • I Applaud you sir for the amount of time that this must have taken. I've learn so much by custom writing nearly everything in my own "engine" that sometimes it is better to stick with something more developed. I set a goal for myself that I'll make a game by christmas, hopefully before then. Diving into game engine design is no easy task especially when you want to make the engine less dependant on an API as possible. if you could release some of your source I'd be grateful, I only want to learn

  • In a nutshell heres what my "renderer" looking like:

    IBuffer* pBuffer = g_renderer.getManager()->creat­eBuffer("Cube");

    pBuffer->setVertices(cube,8,si­zeof(vertexul)); pBuffer->setIndices(indices,30­,sizeof(short)); g_renderer.getManager()->activ­ate(); g_renderer.setClearColor(1.0f,­1.0f,1.0f); g_renderer.beginScene(true,tru­e); g_renderer.project(&g_camera); g_renderer.getManager()->rende­r(pBuffer); g_renderer.endScene();

    g_renderer.getManager()->relea­seBuffer(pBuffer);

  • Very very nice. Did you make it all on your own?

  • Nice work, Id play this.

    good job

  • i know another shading 3d game engine:FPS Creator,and it's also free

    but ima make my own OpenGL game engine all of the Open GL game engines look good and i've heard it's simple :D

  • excellent

  • I noticed, that your character is animated. can you tell us which model-format you used (md3?) and what animation approach (vertex,bones)?

  • @unruheGER As sad as it is, I wrote an exporter for Lightwave3D to save the geometry, materials and animation info into a file format of my own design. Its skeletal animation, each bone effecting up to 4 vertices. Is that called soft skin? I dunno. And all the transformations are done on the GPU which means I can have hundreds of animated characters on screen with little hit on the performance.

  • Comment removed

  • Game engines are a pain in the ass.

    I've tried others like Unity, DirectX Studio, GameStudio... the list goes on. The bottom line is that programming your own engine is the best way to go.

    If the engine is very fast and flexible, chances are you'll have to suffer from no documentation.

    Writing your own version of something that "acts" as an engine is way less gay than writing something gay like an engine, or using engines that bring not enough help.

    Write games raw.

    -Anti-Engine Team.

  • @GameEnginesAreGay All games have an engine, pre-written or not... also how can they be homosexual?

  • @GameEnginesAreGay You know even if you have a valid point (which you didn't make a single valid point at all in your spiel) you are going to have a hard time getting people to listen to you when you're going "gay this and gay that". Stop speaking like you're a high school kid that needs to grow up.

  • @GameEnginesAreGay you sir are true. what you dont make yourself is shit

  • What maths would you suggest learning. I know basic algebra , but my school does not offer linear algebre (the study of vectors). Im thinking about taking pre-calc, plane trigonometry, or discrete math next semester. I know that parts of your engine are made in CG, but I am wondering what mathematics are under your belt in order to GRASP a GOOD understanding about how math really works.

  • @DamarSweetness Buy - 3D math primer for graphics and game development by Fletcher Dunn.

    It covers all the fundamental math you'll need for 3D graphics, with practical explanations and code examples.

  • @mikeyrt16 Although this is not the first time you've responded to me, thanks. Nice Engine and game by the way. thanks

  • @DamarSweetness It's a great book, I have it too and it's fantastic. Vectors, Matrices and Quaternions are all covered which are the basics for any 3D Engine. If you want to stick with OpenGL, try "OpenGL 4.0 Shading Language Cookbook". It's a fantastic book that introduce you to the new OpenGL Standard derived from OpenGL ES and it's not only about shaders, it teaches you how to setup a basic C++ Environment to work with OpenGL.

  • @DamarSweetness Pre-Calc up to Calc 2, Physics, and Trig would be very helpful if you were going to base your game's physics off of Earthen gravity and laws of physics. Knowing Calc and Physics will help you calculate where things will land and how high they will fly or how people will fall when hit, etc. Trig will give you accuracy with the angles and creating accurate body movements.

  • This is so embarrassing.

    High-level hobbit programmers will never make the cut in my opinion.

    ASSEMBLY OR EASY!

    Three words. If it's NOT in Assembly, all of it, RAW it's not worth my time.

  • @AndyHarglesis You are 13 years old.

  • @AndyHarglesis are you old enough to know what assembly is?

  • @sakuranzu Yeah, I use Assembly and have used it for years.

  • @AndyHarglesis Ahaha a Troll that acts like a Programmer. Ahahah this is new!

  • @Novecento I am a programmer. Look at my videos and I even give tutorials.

  • @AndyHarglesis Yeah, yeah, tutorials :D Where? You're just an envious troll. You don't even know what you're talking about. Saying OpenGL is a crappy API is just a stupid statement. So tell me, you're gonna make you're personal API in Assembly? Ahahah. When you'll let us see you're super duper 3D Engine in Assembly I'll be the first to bow my head, until then you're just a troll. So say what you want, nobody cares :D

  • @Novecento I would take you seriously if you knew the difference of uses of "you're" and "your."

    Go spew your negativity to someone who actually NEEDS the discipline, my friend. ;D

  • @AndyHarglesis Yeah yeah whatever! Still a troll :D It seems that my invite to show us "your" incredible engine has scared you a bit :D ahahah

  • @Novecento I never get scared. :P

    Challenge gracefully accepted.

    I'll definitely show you the 3-D engine I use.

  • @AndyHarglesis dude first acomplish something then speak

  • @jamariooo I've accomplished enough to tell you what's what.

    Listen, my friend, and maybe you'll understand some reality and sense.

  • @AndyHarglesis You're 14 years old.

  • @mikeyrt16 No, I'm 13 years old.

  • And compare what I can do in pure low-level from scratch to what you can do ONLY in higher-level languages! LOL!

    And OpenGL, the API in general, is very crappy.

  • Btw mikey boy, the Cg shading language sucks ass.

    Try the RenderMan Shading Language, at least for your type who needs to use other's work to make your way to the top! LMAO!

    If you wanna make real games, be a real PRO, you gotta go LOW ... LOW LEVEL PROGRAMMING!

    That 2-D game on my channel was written purely in Assembly under Mac OSX OS with my own self-made graphics library.

  • @AndyHarglesis there is a reason why c and c++ (particularly) the industry standard. OOP allows reuse of code. When you do something in pure assembly not only is it bound to a linear sequence but it is harder to reuse when you want to make something different. I know that assembly is good for speedy mathematical operations directly in the CPU cache but for everything else I cannot see its use. Because c and c++ compilers are written by assembly programmers. Thus, c and c++ compile into assembly

  • @DamarSweetness Reuse? No one in reality cares about code reuse. Every professional in my standards KNOWS that it's the result of your instructions that matter, NOT the ability to change that code and make something else out of it.

    Reuse is a bigoted standard enforced by rich game industries, and that tries to impose these standards unto noob programmers and beginners. Sadly, most learn what is standard and work from there.

    Without giving a care for code reuse, in reality, the result is all.

  • @DamarSweetness I respect the fact that you associate yourself with scumbag rich industries who wouldn't give a breath without a penny, but unfortunately, for me and my level of programmers, we usually worry more about making games rather than making reusable code. The fact that we have produced full-games faster than some industries have in LOW-LEVEL shows that OOP and money doesn't make results happen better or more decent.

    Like I said I respect your choice to be a follower, but no thanks.

  • The graphics aren't amazing, but they are good. The gameplay itself is pretty cool. This was quite a while ago, do you have any later videos?

  • @MatttSoft I'm working on an updated version of the engine now. Probably make a video after christmas.

  • how much time did u spent !?

  • this is definitely a project worthy of praise ,and you coded all of this alone ??...amazing, i myself just started learning c++ and i was wondering how long it would take to get to this level

  • @T2Designgaming For most, never.

  • is that the guy from hitchhikers guide who is always depressed? Marvin i believe his name was

  • looks fun bro!

  • very nice engine ;D

  • what program to make the charachter?

  • How did you import the main character? With a model or you wrote it all in the code? If the first, what kind of model? And how did you do the animations then?

    Very nice engine :)

  • @RedArmorLabs Wrote an exporter for Lightwave storing the geometry, material and animation info in my own file format. And it's skeletal animation, pretty standard stuff, but the skinning algorithm also pushes the vertex transforms to the GPU, with a vertex shader written in Cg.

  • You WISH you made what I'm seeing in this video.

  • what method did you use to animate the moving part in the map

  • Impressive, good work

  • Rjd2 - ... ? song name please, favorited and thumbed up

    thanks

  • @Scav155 Ghostwriter.

  • Did you use a level editor you made yourself? I really want to create 3D platform games, my language is C++ and using OpenGL

  • @WildShadeStudio The levels are a single model each. Collision is a seperate unrendered model. I used Lightwave to model everything, I guess that was my level editor. I had to painstakingly write down and type in all the moving platform placements though. Absolute ball ache. Working on a level editor and content manager at the moment though. Its a lot more fun writing tools than I thought it would be.

  • @mikeyrt16 What are you using to create your tools? I am planning to use C# with OpenTK

  • @WildShadeStudio Just using the Win32 API, written in C++. I'll probably switch to the .NET framework or some other library soon though. Win32 is a little raw.

  • that is amazing! :)

  • Comment removed

  • ??????????????????????????????­???????

  • @ALexCannoNAS Profit!

  • @DamarSweetness Nehe is your friend

    nehe.gamedev.net/tutorial/mode­l_loading/16004/

  • what type of vertex management do you use?

    

  • this looks very awesome

  • nice :) cool game and i like that littele camera eyed guy :D

  • Great looking game! Best of luck in the software development world. I prefer physics myself, but if that were not the case, you could bet that I'd be right there with you.

  • WOW!  This is mindblowing!! You did all this on your own!!?!?! Very excellent stuff man!! I haven't coded anything in a while, but jesus! This must have taken ages!!

  • Nice Gameplay :)

  • looking nice dude ^^ ,learning opengl atm ^^ ,still at basic stuff though xD ,but was wonder will i have to learn shaders ?

  • @hemagoku If you're smart, hopefully never.

  • nice and i loved the teleport thingy you got there

  • Nice job, i also want to write an engine but so far I only ended up with some opengl initializations and a weak example of a level editor =__=

  • Nice, Dynamic lightning and shaders, bloom, good working animation, reflections. Keep up the good work!

  • Well amazing 3d art, good animation, well its an awesome engine..keep the good work

  • Wow! That's some impressive attention to detail there. I'm really impressed at how fluid the animations are as well. Very good job.

  • No download = sucks

  • @mikeyrt16 Haha. I must say not all 13 year olds are like that. Im not saying you didnt have the right to say that in no way did you not actually. Anyway back to the point, I have been programming since I was 10. (dont worry I know I sucked back then, still do probably) but I can see how difficult this is, atleast to me. Im working on a text based dungeon crawler ( like the classics.) Anyway! Good Luck!

  • @NorthWolfs There's no download to this software program because it does suck.

  • @AndyHarglesis exactly what i said

  • @NorthWolfs No, you said slightly different.

    Nonetheless, this engine is crappy.

  • @AndyHarglesis What is it with children posting comments about topics they have no understanding of. Please enlighten us, 14 year old boy, what constitutes a good graphics engine and what makes this one a "crappy" one?

  • @mikeyrt16 A good graphics engine should be much much more expansive than this one.

    This one is obviously not up to par with the graphic standards my games in development usually require.

    I use a very different way of drawing models and model data to 3D environments. I don't do the whole "skeleton vertices" bit. That's too out of touch for me.

  • @AndyHarglesis ... You are 13 years old. Shut up.

  • @mikeyrt16 Not a valid comeback to prove to me that you're of superior intelligence in any way.

    Fail.

  • @AndyHarglesis What does prove his intelligence over yours though is more the lack of yours. All you've done is insult his engine, and inflate your own ego. You write of your sublime graphics standards, and claim his are beneath it, yet all your channel shows is your name everywhere with a terrible autobiography made in Powerpoint, and a single equally terrible 2D game. You speak of his engine needing to be "more expansive", yet you don't define what needs expanding. You claim you use a much

  • @AndyHarglesis different way of drawing models and their data, when you don't specify how, yet again. Then you go on to say you "don't do the skeleton vertices bit". What else do you "not do", use any libraries, IDE, or compiler? Stop being an egotistical, irritating, ignorant jerk. Good enough of a comeback for you?

  • @AndyHarglesis And by the way, your use of special characters (such as the TM you slap on almost every damned sentence), your eye-straining background on your channel, your blatant lies, such as your "own SPECIAL" operating system (which is just Windows with the contrast maxed in editing) and your bullshit specs, your claim to be emo yet you're extremely vain (putting your name and ugly stare on every video), your insane amount of fake and alt accounts, and your claims to be anti- nearly

  • @AndyHarglesis everything, and several of those viewpoints overlap and contradict themselves all make me hate you even more. Now go away and leave mikeyrt16 alone.

  • @EsquireWire If only you spoke words of truth ... sadly, you don't.

    And hell no I don't use graphics libraries! That is what being an expert is for. :D

  • @EsquireWire I use my own graphics libraries that I make myself from scratch.

  • This video inspires me so much! I've watched it so many times with dreams of making something as good as this someday, though I'm just a beginner now. :0

  • boa wat a fuck!

    Ey thats awesome!

  • This looks awesome! If you don't want to give out the source, is there any chance for a binary? I would love to play this, looks really amazing :) Might even spend money on it if I get the chance. (If I remember correctly, Steam is a pretty good platform for indie devs)

  • In what program did you write the code and why? Also if you have followed any tutorials on how to do something please point them out. I have just begun my journey into OpenGL and I'd love to be able to make something like this. Do note that I realise that it will cost time to learn, but if I get a direction at least I'm learning the right things! Things like this keep me inspired to keep learning, thanks.

  • Lol, awesome job!

  • Get your ass in gear make a nice logo and few trailers and fucking sell it man this is up to retail standers. Id buy it !!

  • Can you provide a link to the game and source code? I would LOVE to play and learn from your code. BTW Great Game :)

  • @randomname123ish Aw fanks. The source for the engine is basically my portfolio for job applications. I can't really prove it's my own work if I make it public, sorry.

  • @mikeyrt16 Nonsense, making it open-source wouldn't take you any credit for creating it...

  • So that is where adventure cube is now

  • Oh man! So beautifull graphics, really nice work.

  • dope game

  • Hi, great work... Keep up the good job. BTW can you share the name of the music used on the video ?thanks in advance

  • @stardevelin Cheers and it's Ghostwriter by RJD2

  • @mikeyrt16 Thanks

  • Woah, this looks awesome. I want to make games, but I always get into troubles designing the systems (for example, collision detection math is easy, but I can never decide how to handle objects getting collidible and, more importantly, collision reaction) - in general I have troubles seperating logic, input and presentation...

  • @narutofan9999

    same here

  • way to make a challanging, i mean FUN game

  • Nice engine! How long did it take you to make? How much cpu usage does it take :P

    Anyways good job! :)

  • needs another GUI, some sort of a story to it (with a voice to explain stuff would be a bonus) Appart from that.. awesome ^^

  • This... this is amazing! Great work on the graphics and collisions.

  • How did you do collision detection?

  • @MonocleWizard Each object in the world has a collision sphere associated with it. All objects are then checked against the world geometry (and each other) using a CCD swept sphere method. It's not the most efficient method, but the results are accurate and dependable, even at very low framerates. Give this a read though, covers a lot of what I used: peroxide.dk/download/tutorials­­/tut10/pxdtut10.html

  • @mikeyrt16 The URL didn't work for me. It says the page is missing.

    But thank you for what you said.

  • Amazing man !

  • that's the new hardest game :p

    anyway good work

  • GOD DAMN IT IS COOL! Can you please give me OpenGL book that uses c++, i got book "Addison.Wesley.OpenGL.Program­ming.Guide.7th.Ed.2009.pdf"

    Does it use c++? It says u must know c....

  • @Destroyer19941995 C++ is backwards compatible with C, if you know C++ you basicly know C, C doesn't use classes and other object orientated stuff.

  • It's like a hi-def N64 game!!!! Source?

  • Wow this looks really fun. Are you going to release a demo.

  • Reminds me of those platform levels in super mario sunshine where you had to do a bunch of jumping and shit.