Ruby opengl game engine




















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Git stats 24 commits. Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats commits. Failed to load latest commit information. View code. It's very easy to create custom scenes and play around with different concepts.

Levels Currently supports loading and rendering Forsaken levels perfectly. There is support for Descent levels as well minus texturing. Pickups It supports loading Forsaken level pickup lists. The pickups spin in their location just like in Forsaken and can also be collected. After a timeout they are added back to their original location. Rendering Currently I use plain old immediate mode gl with display lists to speed things up.

Physics Initially we put together a pure ruby implementation that provides simple sphere based collisions but it can be rather slow.

The examples and tutorials provided are pretty self-explaining. If you want to write your own OpenGL-only engine completely from scratch, Ogre3D may not be the path to follow Game development is a huge multifaceted discipline.

It's challenging even if you have very solid math and programming skills. I must give a warning for using nehe because many people have recommended it. Mainly because it only shows how to do things with the fixed pipeline instead of shaders. The first couple of tutorials might be ok the get a kickstart of how to get something on the screen.

But don't waste your time with for example learning how to activate alpha blending and setting up lighting for the fixed pipeline, because if you want to do something that doesn't look like a game from you will have to relearn how to do all that stuff again but with shaders.

Better to learn the new way from the beginning imo. Firstly, I don't recommend using OpenGL for your first game, especially if you've never programmed before. You should strongly consider the newer and easier methods like XNA with C.

If you've never done programming before, I recommend as a starting project, you should try creating a very simple game like Pong, or Tic Tac Toe. I think you will get a good feel of game development in general. From there, you can start on your actual project from the experience you've gained by creating Pong.

Lastly, the main piece of advice I can give you as you adventure on your quest is to never give up no matter what obstacles you face in creating your game.

I've no idea how much game programming experience you have, but I'd start with something a bit more limited.

Start with a 2d tile-based game Sokoban etc - they're relatively easy to write - something where the objects are always exactly on a tile, that makes things pretty trivial. Once you've got the principles of that, game loop, timing, processing user input, data model, renderer etc, then you can do something more involved. Then you can try something like "Asteroids" which is going to need some 2d vector maths, modelling intertia i. Once you've got that licked, then you can try something 3d - which makes things more complicated again, maths-wise.

I would look around on www. First, you should think about the structure of your code. Every game ever has some variation of the following:. The rest just becomes an implementation detail. Yes, look up tutorials online. Yes, hang out at GameDev. Yes, NeHe is confusing and specialized.

It also helps to know someone who can help you out from time to time. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow.



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