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How I made a cross-platform 3D game prototype in two months 

Theodore Bendixson
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Many folks think custom game engines should only be used for 2D games. I used to believe that, until I spent two months making my first 3D game prototype from scratch. In this video, I will show you how I learned 3D and the impact it had on my later games.
Check out the FREE github repo with the code I discussed in the video:
github.com/TheoBendixson/3D-G...
Here's a link to the 2D game I talked about in the video, Mooselutions:
store.steampowered.com/app/22...
If you enjoyed watching this stream and would like to receive updates, please click the link to sign up for my mailing list. Thanks!
eepurl.com/hTi34X

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4 июн 2024

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Комментарии : 22   
@brambasieldev
@brambasieldev Месяц назад
The age of handmade Sokoban games is upon us!
@dev.roysalazar
@dev.roysalazar Месяц назад
Your videos have been incredibly helpful to me! In my spare time, I’m working on developing a macOS desktop application from scratch using C, with just a little Objective-C when necessary. Right now, I'm focusing on .ttf font rendering, so it’s still in the early stages. My goal is to create a fully functional application, I think it will take me years to complete, maybe 5? who knows. Just like you, I’m not looking for quick and easy solutions-I’m in it for the long haul.
@saemideluxe
@saemideluxe Месяц назад
I had a similar experience while working on my engine: Once I could render a vulkan triangle, adding (simple) 3D stuff was not a big deal, you only need to get the matrices and vector math right. However, adding then a glTF parser to load some actual models was way, way more work, even only to load the static mesh content :D
@papatwitch
@papatwitch Месяц назад
I enjoyed watching your video, your work inspired me to keep working on my personal engine.. Keep going man.
@sleepymushroom9403
@sleepymushroom9403 Месяц назад
Can't wait to see what you make
@RandomGuyyy
@RandomGuyyy Месяц назад
IMHO Sokoban games and other tile based movement games are better with an orthographic view. I'd rather use prerendered 2D sprites than embark on all that crazy Metal/DX11 headache. Or just use Unreal and prototype quickly in Blueprint visual scripting.
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