3D VS 2D
OK IN 3D vs 2D WE WILL COMPARE THE 2 VIDEO GAME VERSIONS.
2D
SO WHAT'S A 2D GAME? NO WAIT... LET ME GUESS:IT'S A GAME THAT'S 2D.
WOW YOU ARE AMAZING.
NO RELY.
A 2D GAME IS PRESENTED IN A 2D LAY OUT, AND ALSO WITH 2D GRAPHICS.
3D
A 3D GAME IS PRESENTED IN A 3D LAY OUT, AND ALSO WITH 3D GRAPHICS.
IT TAKES LOTS MORE PROGRAMMING SKILLS BY ADDING Z ON TO IT,
AND IT'S THE MOST POPULAR NOW.
SO WHICH ONE IS BETTER.
NETHER...THERE REALLY IS NO SUCH THING AS A 3D GAME. DING DING DING.
IS YOUR SCREEN 3D. HERE THE ANSWER IS NO!!!!!
THE GRAPHICS MAY BE 3D BUT IT'S PRESENTED ON A 2D SCREEN.
EVEN 3D GRAPHICS ARE 2D IMAGES THAT ROTATE...AND EVEN 3D LOOKING GRAPHICS ARE JUST AN MASTER PIACE OF ART THAT IS IN FACT A ILLUSION.
IN FACT MOST GAMES THAT CLAM TO BE 3D ARE RELY 2D:
Medal of Honor AND age of empires 3 ARE GOOD EXAMPLES.
3D GAMES ARE ILLUSIONS.
SORRY, BUT IT'S TRUE.
IF YOU WONT TO MAKE GAMES OF ILLUSION (3D VIDEO GAMES)
THEN PLEASE CONTINUE...
2D
SO WHAT'S A 2D GAME? NO WAIT... LET ME GUESS:IT'S A GAME THAT'S 2D.
WOW YOU ARE AMAZING.
NO RELY.
A 2D GAME IS PRESENTED IN A 2D LAY OUT, AND ALSO WITH 2D GRAPHICS.
3D
A 3D GAME IS PRESENTED IN A 3D LAY OUT, AND ALSO WITH 3D GRAPHICS.
IT TAKES LOTS MORE PROGRAMMING SKILLS BY ADDING Z ON TO IT,
AND IT'S THE MOST POPULAR NOW.
SO WHICH ONE IS BETTER.
NETHER...THERE REALLY IS NO SUCH THING AS A 3D GAME. DING DING DING.
IS YOUR SCREEN 3D. HERE THE ANSWER IS NO!!!!!
THE GRAPHICS MAY BE 3D BUT IT'S PRESENTED ON A 2D SCREEN.
EVEN 3D GRAPHICS ARE 2D IMAGES THAT ROTATE...AND EVEN 3D LOOKING GRAPHICS ARE JUST AN MASTER PIACE OF ART THAT IS IN FACT A ILLUSION.
IN FACT MOST GAMES THAT CLAM TO BE 3D ARE RELY 2D:
Medal of Honor AND age of empires 3 ARE GOOD EXAMPLES.
3D GAMES ARE ILLUSIONS.
SORRY, BUT IT'S TRUE.
IF YOU WONT TO MAKE GAMES OF ILLUSION (3D VIDEO GAMES)
THEN PLEASE CONTINUE...
A comparison between Gamemaker and Unity.
Comparing Gamemaker to unity is not comparing apples to oranges, but comparing apples to apples.
Game maker and Unity are to very similar game engines. Or are they? Let’s look at Gamemaker.
Gamemaker is advertised: “Are you new to game development? Do you have great ideas for games, but don't have the programming ability to make them a reality? Or are you an experienced designer, artist or programmer who just wants to speed up your game development process?
Whatever level of experience you have, GameMaker for Windows will provide you with the tools you need to make exciting games, quickly and easily.”
(yoyogames.com)
As a fact: “Offering a drag-and-drop interface for rapid design and iteration of gameplay features, graphics and sound, as well as a fully-featured integrated development environment (IDE) and a flexible, built-in scripting language (GML, GameMaker Language), GameMaker for Windows is the perfect low-cost tool for quick, easy games development for Microsoft Windows.”
Now this is what we know Game maker to be.
Now let’s take a look at Unity: Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D content; easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store and a knowledge-sharing Community.
For independent developers and studios, Unity’s democratizing ecosystem smashes the time and cost barriers to creating uniquely beautiful games. They are using Unity to build a livelihood doing what they love: creating games that hook and delight players on any platform.
The funny thing about them is Unity is used mainly to create 3 dimensional games, and Gamemaker is mainly used to develop 2 dimensional games. Even though the both develop 2 and 3 dimensional games, one fortays in the other category, or in this case dimension. However these engines have many things that define one from the other. Unity needs to import resources from external programs and folders. This make it a IDE (integrated development environment). Gamemaker as well is a IDE but creates most of it’s resources internally. Gamemaker and Unity are interestingly just as different and they are similar. It ‘s almost as if there similarities define them from one another. Funny huh? So even though they are to different apples. They both infact are apples. So you see the comparison between Gamemaker and Unity is comparing apples to apples, not apples to oranges.
Game maker and Unity are to very similar game engines. Or are they? Let’s look at Gamemaker.
Gamemaker is advertised: “Are you new to game development? Do you have great ideas for games, but don't have the programming ability to make them a reality? Or are you an experienced designer, artist or programmer who just wants to speed up your game development process?
Whatever level of experience you have, GameMaker for Windows will provide you with the tools you need to make exciting games, quickly and easily.”
(yoyogames.com)
As a fact: “Offering a drag-and-drop interface for rapid design and iteration of gameplay features, graphics and sound, as well as a fully-featured integrated development environment (IDE) and a flexible, built-in scripting language (GML, GameMaker Language), GameMaker for Windows is the perfect low-cost tool for quick, easy games development for Microsoft Windows.”
Now this is what we know Game maker to be.
Now let’s take a look at Unity: Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D content; easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store and a knowledge-sharing Community.
For independent developers and studios, Unity’s democratizing ecosystem smashes the time and cost barriers to creating uniquely beautiful games. They are using Unity to build a livelihood doing what they love: creating games that hook and delight players on any platform.
The funny thing about them is Unity is used mainly to create 3 dimensional games, and Gamemaker is mainly used to develop 2 dimensional games. Even though the both develop 2 and 3 dimensional games, one fortays in the other category, or in this case dimension. However these engines have many things that define one from the other. Unity needs to import resources from external programs and folders. This make it a IDE (integrated development environment). Gamemaker as well is a IDE but creates most of it’s resources internally. Gamemaker and Unity are interestingly just as different and they are similar. It ‘s almost as if there similarities define them from one another. Funny huh? So even though they are to different apples. They both infact are apples. So you see the comparison between Gamemaker and Unity is comparing apples to apples, not apples to oranges.
HOW TO MAKE 3D GAMES
( ADDING DEPTH )
SO WE JUST FOUND OUT THAT 3D GAMES ARE ILLUSIONS.
WELL... ONE OF THE WAYS TO MAKE A 3D GAME ILLUSION,
IS BY ADDING DEPTH, BUT WHAT IS DEPTH:
DEPTH IS: "The extent, measurement, or dimension downward, backward, or inward: he dove to a depth of 30 feet;"
AND THAT IS WHAT WE WANT TO DO RIGHT...? DIVE IN TO THE GAME.
NOW IN THE PROFETIONAL PROGRAMS THERE IS A NEW CORDANATE Z, THAT GOES INWARD, BUT YOU MAKE ILLUSIONS MORE ESALY.
IN GAME MAKER YOU CAN MAKE A END STEP EVENT, AND SET THE VAR DEPTH TO -Y.
IN THE COORDINATES PAGE... I TALK ABOUT WHAT X, -X, Y, AND -Y ARE.
-Y MEANS UP. THEN PUT THE COLLISION MASK AT THE BOTTOM OF THE SPRITE, AND THEN WITH THE OTHER OBJECTS DO THE SAME.
IF YOU JUST ADD THESE THINGS TO ALL OF YOUR OBJECTS.
NOTE: YOU MUST SET THE ORIGIN X TO THE CENTER AND Y TO THE BOTTOM OF THE SPRITE.
This basicly makes the -y depth activate so that the player can get behind things.
WELL... ONE OF THE WAYS TO MAKE A 3D GAME ILLUSION,
IS BY ADDING DEPTH, BUT WHAT IS DEPTH:
DEPTH IS: "The extent, measurement, or dimension downward, backward, or inward: he dove to a depth of 30 feet;"
AND THAT IS WHAT WE WANT TO DO RIGHT...? DIVE IN TO THE GAME.
NOW IN THE PROFETIONAL PROGRAMS THERE IS A NEW CORDANATE Z, THAT GOES INWARD, BUT YOU MAKE ILLUSIONS MORE ESALY.
IN GAME MAKER YOU CAN MAKE A END STEP EVENT, AND SET THE VAR DEPTH TO -Y.
IN THE COORDINATES PAGE... I TALK ABOUT WHAT X, -X, Y, AND -Y ARE.
-Y MEANS UP. THEN PUT THE COLLISION MASK AT THE BOTTOM OF THE SPRITE, AND THEN WITH THE OTHER OBJECTS DO THE SAME.
IF YOU JUST ADD THESE THINGS TO ALL OF YOUR OBJECTS.
NOTE: YOU MUST SET THE ORIGIN X TO THE CENTER AND Y TO THE BOTTOM OF THE SPRITE.
This basicly makes the -y depth activate so that the player can get behind things.
isometric( MORE DETAILED DEPTH )
AN isometric GAME IS WELL EXAMPLED WITH AGE OF Age of Empires.
THIS IS A isometric GAME LAY OUT. AS YOU CAN SEE IN THE EXAMPLE IT looks down at a angle of 40 degrees. A regular lay out has 2 parallel lines going up and down. We need to make those lines go inward(to dive in to the screen). Now you are looking at a 40 degree angle. Then turn it in to a rectangle and rotate, it so that it is a diamond. That is a isometric GAME LAY OUT. |
|
Fooling your brain
How do we make something look 3-dimensional? The basic idea is that we have to fool our brain into thinking that the image we see is 3D. So why do we think that an image we see is 3D. A number of aspects play a role, AND THESE ARE SOME OF THEM:
THESE THINGS ARE USED IN THE GAME EXAMPLE.
1. Objects that lie behind other objects are (partially) invisible
2. Objects that lie further away appear smaller.
3. Objects that lie further away appear vaguer.
4. Object that lie further away appear to move slower.
5. Objects tend to have a shadow.
THESE ARE JUST A FEW OF THE MEANY ASPECTS.
How do we make something look 3-dimensional? The basic idea is that we have to fool our brain into thinking that the image we see is 3D. So why do we think that an image we see is 3D. A number of aspects play a role, AND THESE ARE SOME OF THEM:
THESE THINGS ARE USED IN THE GAME EXAMPLE.
1. Objects that lie behind other objects are (partially) invisible
2. Objects that lie further away appear smaller.
3. Objects that lie further away appear vaguer.
4. Object that lie further away appear to move slower.
5. Objects tend to have a shadow.
THESE ARE JUST A FEW OF THE MEANY ASPECTS.
3D DEVELOPMENT.
Understanding 3D video games.
Imagine a peace of printing paper. Notice that everything is flat. Imagine that up and down coordinate is y, and x for right and left. Then imagine a big stack of papers, and from the top of to the bottom is z. Now look at the paper from the side. The paper looks like the Flore of a game and up is z. Forwards and backwards are y... side to side is x. Look to the picture to the right... does that not look like the Flore to a 3D video game. |
|