Programming 3D games in 2010 - Where to start again?

I programmed several years ago in some games. I started using Windows Xp, C ++, Ogre3d, Visual Studio and Blender. I started creating RTS, but then real life happened.

In any case, I want to return to it, and I wonder if there are any worthy alternatives to C ++, now Ruby, Python and C # have become popular.

Is C ++ still the preferred language?

Now I am running Ubuntu, so I will have to use some Ubuntu C ++ IDE, C ++ and Ogre3d.

Has anyone used Ogre3d and switched to something else?

Edit

Objectives: Simple PC-based hobby programming

  • I am running Ubuntu now, but someday I will switch to Win7.
  • I imagine a simple game like Startopia
  • I know a little about physical engines and sound, and I connected the Ogre3d components before

So far, I have seen that Ogre3d is still widely used. You can take a look at python and http://www.panda3d.org/

Greetings.

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5 answers

If you like to make games, and not just spend all your time working with your engine, I recommend you take a look at Unity 3D .

Features:

  • Game engine (not just a rendering engine)
  • Script in C # or JavaScript (modified), or Python, or Boo
  • Awsome editor
  • The game can be deployed to: Linux / Windows / Mac / Android / iPhone / iPad / Xbox (and is always expandable)
  • Web player to play games in a browser (after installing a tiny plugin)
  • Tested with great commercial games
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Experience with ogre3d is not enough to make a game, such as startopia, as a hobby project. Have you finished the game? Here is a post that I found interesting: http://greyaliengames.com/blog/the-6-steps-to-massive-game-development-success/ IMHO, you should make 3D games like this in step 4. A also depends on your hobby in developing or creating games? If engineering using ogre3d, you will learn more advanced engineering skills. Otherwise, an attempt to learn how to use the Unity 3D, Torque or UDK engine will be better.

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Everyone mentioned Ogre3D, which is good, but you can also look at Irrlicht: http://irrlicht.sourceforge.net/features.html

This main advantage (at least as far as I know) against Ogre3D is that it is easier to design and use.

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Ogre3d is a fantastic graphics API that is great if you don’t want to delve into some crappy OpenGL or DirectX code for shadows and lighting and alpha hardening, etc., but also don’t want a real game engine with sound, networks etc.; these are just graphics.

I prefer Ogre3D for Irrlicht over the API structure, but this is a completely personal preference.

I could take some clicks to say this, but Java is not a bad language if you are programming a simple game engine, Java and C ++ are currently on fairly equal terms. C ++ gives you access to low-level access for small optimizations that, if you are experienced enough, you can make good profits. But optimization is a wide topic, especially with game engines.

As a rule, the average game programmer is not going to plunge into serious low-level optimization using his engines, but large game companies do.

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C ++ and Ogre are still a viable combination. On the other hand, MICROSOFT wants you to use C # and their XNA infrastructure, and you always want to obey MICROSOFT ... oh wait, does anyone know if XNA works with VS 2010? This is not the case when I looked.

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