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1  Discussions / General Discussions / Re: Question about using an engine on: 2012-07-31 01:19:22
thanks for the post.

Honestly the reason i want to use an engine is so that i can begin working on my game rather than trying to figure out how to implement openGL lol. I'm kidding Tongue

I'm not really asking this to be "cool" or anything, but i just wanted to know what the indie programmer/developer community thinks about stuff like that. Am i gonna be labeled a "script kiddie" because i didnt start from scratch, considering that i want to eventually sell my product?
2  Game Development / Game Play & Game Design / Re: Hex grid on 3d terrain on: 2012-07-28 06:21:37
thank you guys so much. sorry i havent replied to this thread.

Unfortunately i havent even begun work on my project yet but i will sometime this week. Work, school and a few unexpected events have shifted my focus. Thank you so much for those resources. I cant tell you how much that helps!
3  Discussions / General Discussions / Question about using an engine on: 2012-07-28 06:17:44
Hi everyone,

I've spent a few months working on a game of mine, only to find a few engines out there that might help me out considerably. Now i have a general question about using such an engine. Overall in the game development community, is it frowned upon to code an indie game off a prebuilt engine rather than starting from scratch? I'm pretty new to game programming but i feel like im a rather advanced java programmer.

I've been working on my own engine (if you could cal it that) but i feel as though all i'm doing is reinventing the wheel; i'm spending considerable effort programming in functions and honestly in these few months i havent even begun on the actual game yet. I think i went into this project a bit ill informed on my part; i still havent implemented openGL support, lighting, etc etc Sad

so once again, what is your opinion on someone using an open source engine in their indie game?
4  Game Development / Game Play & Game Design / Re: Hex grid on 3d terrain on: 2012-06-05 01:40:58
thank you very much for all the replies. As i begin work on my project i will bump this with more specific questions.

Before i begin, would any of you know of good tutorials, instructions, manuals, etc about things like Texture Splatting, Height Maps, etc? I'm reading a few now, but they're not really that specific to java.
5  Game Development / Game Play & Game Design / Re: Hex grid on 3d terrain on: 2012-06-03 01:42:05
I see. thanks  Grin

I'm sure it will be more apparent as i begin work on my project. Since i've never worked with 3d before its hard for me to visualize and understand quickly, so i apologize. I guess my biggest confusion is, just because i've drawn a hex on the terrain, how does the engine itself know its a hex; how do i tell it that its a hex on a 3d object. Once i start working on my program then i'll probably be able to state my question more effectively lol. But for know i suppose im good

Another quick question: Would this method allow me to apply visual effects on the hexes such as highlighting the selected hexes,etc?
6  Game Development / Game Play & Game Design / Re: Hex grid on 3d terrain on: 2012-06-01 20:54:29
whoa very cool!

I think that will be very handy. Now i just have to read all i can about texture splatting. Any successful games/engines in java that use texture splatting i could check out?

Also the one thing i'm trying to wrap my head around is the hex grid. I've made a 2d hex grid game and that was easy since i just slapped on the grid and put a background. In this circumstance how can i impose a 2d hex grid on a 3d terrain? I'm not talking about the visual aspect of it, i mean the actual grid data structure. Would it be the same as a 2d hex game except now that background is 3d?
7  Game Development / Game Play & Game Design / Re: Hex grid on 3d terrain on: 2012-05-31 02:19:17
thank you for the reply. These are some fantastic suggestions.

that actually seems rather straight forward to be honest. kind of ashamed i didnt think of that...

The only issue i can imagine arising from that would be that i would have to make sure the "actual" hexes (the ones the program uses) line up with the "rendered" outline. Doesnt SEEM difficult but of course what would i know, i've never worked with 3d graphics lol. I assume i would need to synchronize the actual hexes with the texture when the user rotates or zooms in on the map?

I know its too early to even consider this, but im trying to keep simplicity and modularity in mind; it would make for adding new content much easier.

please keep the ideas coming
8  Game Development / Game Play & Game Design / Re: Hex grid on 3d terrain on: 2012-05-31 01:57:20
thank you for the reply.

Hmm thats pretty interesting, I never thought about doing it like that. That is definitely something to keep in mind, thought it seems rather excessive and unrealistic in my situation. I wish i had millions of dollars Sad

Assuming i wanted more economical approach, do you think it would be possible to design the terrain (the entire map) first and then apply a hex overlay to that? So that way i wont have to deal with having a thousand different hex pieces. I mean my contours will likely be much more crude, but thats not my worry to be honest. However, since all the movement/attacking/etc will be constrained by the hexes, im wondering if overlaying the grid over a "prebuilt" terrain is feasible and possible.

Also, would you happen to know of any 3d hex based games aside from Civ5 that appear to do what im trying? Im trying to look around and draw some ideas...

Please forgive me if these sound like amateur questions. I've never actually worked with 3d rendering, i've only made 2d games before so i'm very new in this area.
9  Game Development / Game Play & Game Design / Hex grid on 3d terrain on: 2012-05-30 21:04:59
Hi,

I'm new to the forums but i've been lurking for a long time, and this will be my first post so forgive me if this is in the wrong section. I'm going to begin work on a pretty major personal project this summer and so i'm trying to prepare by reading up and just compiling some notes. I'm fairly intermediate with Java but i have a lot of experience with C++

Anyway, i'm going to be making a hex grid based strategy game using 3d terrain; meaning its not 2d isometric, the plane is actually fully rendered 3d so you can rotate and zoom in on the map. The way i want to go about it is that i want the map to be natural looking and then "overlay" hex grid on top the terrain. I'm trying to avoid the blocky (hex shaped) terrain that is used when making 3d hex games; i dont want the terrain looking like Heroclix.

I suppose the closest example is Civilization V. The terrain is smooth/natural and the hex grid has been overlayed on top of that.

(i dont know what the rules of posting images are, so here is the link the image) http://cdn.steampowered.com/v/gfx/apps/8930/ss_84ee7ab3b0148a260359f8d5a78a2ab9033aa695.1920x1080.jpg?t=1338148097

I'm not really asking for code, im actually still at the very high level and just pondering ideas. Instead i want some suggestions. Is Java capable of doing something like that, or should i return to C++? If you were tasked with something like that, what would be your approach? In essence i just want people to toss me some ideas or thoughts, as i need somewhere to begin.

For the hexes i was thinking about using some sort of data structure, perhaps a linked list with 6 entries? Perhaps make them an object with various attributes such as the terrain type, altitude, etc. What do you guys think? I'd appreciate any and all thoughts, ideas or suggestions.

Thank you very much!

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