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  attempt to develop 3d java game  (Read 2178 times)
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Innocent Bystander

« Posted 2008-09-15 09:08:09 »

 Sad Sad

Hi to all!! i'm trying to attempt to develop a java  3d game.. i dnt know how to start.. i dnt knw the process.. i got some infos from other people saying i need a 3d graphics creator, game engine and programing language.. wel, i already have:

1. blender for 3d graphics
2. torque for game engine
3. and defintely java as my language but i dnt knw what kind of java platform to use..

and i dnt knw what the process is.. i dnt know the first step on developing a game.. somebdy help me pls.. pls.. pls.. pls..  Huh Sad
Offline cylab

JGO Kernel

Medals: 180

« Reply #1 - Posted 2008-09-15 10:23:57 »

I don't think there is a java binding for Torque, so you most probably won't be able to use java with that. From the sound of your post, I assume you are a newbe, when it comes to game-development or even programming in general. Most people would advice you to start out with some simple 2D games to get practice with the development process and the use of frameworks.

Maybe start out with the tutorials at Coke and Code ( You should also have a look at some 2D frameworks, like e.g. Slick ( After you have done something that works, you can advance to 3D, but keep in mind that you also need to have a good understanding of math especially regarding vector and matrix math.

When you advance to 3D stuff, start out with Java3D (, which should be the easiest to learn, since it is well documented and there are books about it. The downside is, that development is "officially" stopped right now. I would recommed it nevertheless to learn the bits and pieces of 3D scenegraphs. After that you can advance to Xith3d ( or JMonkey Engine (, if Java3D does not suffice anymore.

As a rule of thumb for your development process:

- write down the things you want to do before start coding
- draw diagrams of the more complex coherences/dependencies and sequences
- start with placeholder graphics/sounds to get something to work with
- write and keep small test apps for the different parts of your game
- get input early - let people try out your game and incorporate the feedback
- work iterative: add one feature at a time and make the game run again before advancing to the next feature
- be patient!
- don't give up!

Good luck!

Mathias - I Know What [you] Did Last Summer!
Offline gouessej
« Reply #2 - Posted 2008-09-15 10:58:34 »

I agree with Cylab, his answer is really complete. When you're ready to write a 3D game (maybe in some years), feel free to study some open source games to learn how they work. As a first step, you might find it easier to start writing mods of an existing game rather than writing complete 3D games. If you need some examples of 2D/3D games written in Java, have a look at the FGF players' portal:

Julien Gouesse | Personal blog | Website | Jogamp
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline zammbi

JGO Coder

Medals: 4

« Reply #3 - Posted 2008-09-15 11:25:18 »

I suggest Jpct if you want a light and easy 3d engine. Really only took a week or so to pick all the basics up and make a basic demo.
But like the others said I suggest making a simple game in 2D first.

Current project - Rename and Sort
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