2D & 3D (was Good Game Programming Books?)

Jeroen van Aart wrote:

I am not that fond on the emphasis on 3d these days with regards to
games, but I understand the appeal.

I never bothered looking into 3d with regards to game development
(though I have played many hours of online quake team fortress). Almost
all the games I enjoyed a lot were 2d. When I develop a game I at least
have to have a chance that I will enjoy it, or it’d be a most boring
experience.

If you have the choice you might as well develop what you like to play
because (I think) you are probably more like to develop a good game. And
people play a lot of 2D games. People don’t say ‘oh Braid isn’t 3D, it’s
rubbish’ or why would Nintendo release ‘New Super Mario Bros Wii’ and
more: Plants vs. Zombies, World of Goo, etc. Both 2D and 3D require good
game design to make them good. There are plenty of rubbish 3D games.
(And of course there is nothing stopping you using some 3D even in a 2D
game…).

Part of why I like SDL is that it doesn’t make this decision for you.

Also see munificent’s reply in this link:


(I’d forgotten all of this pain … Googled for “do 3d games take longer
to develop than 2d”).

Actually Braid is a 3D game, at least from the technical point of view.

A good feature of libraries like SDL is that they hide the fact modern
graphics
programming is actually 3D programming with Z = 0.

The time the graphics cards were 2D accelerated is long gone, and the
corresponding
silicon space has been given to 3D functionality.

As such, modern game engines are actually 3D based and make use of
orthogonal projections.–
Paulo

On Sun, Jan 29, 2012 at 10:17 AM, Rob Probin <rob.probin at gmail.com> wrote:

Jeroen van Aart wrote:

I am not that fond on the emphasis on 3d these days with regards to

games, but I understand the appeal.

I never bothered looking into 3d with regards to game development
(though I have played many hours of online quake team fortress). Almost
all the games I enjoyed a lot were 2d. When I develop a game I at least
have to have a chance that I will enjoy it, or it’d be a most boring
experience.

If you have the choice you might as well develop what you like to play
because (I think) you are probably more like to develop a good game. And
people play a lot of 2D games. People don’t say ‘oh Braid isn’t 3D, it’s
rubbish’ or why would Nintendo release ‘New Super Mario Bros Wii’ and more:
Plants vs. Zombies, World of Goo, etc. Both 2D and 3D require good game
design to make them good. There are plenty of rubbish 3D games. (And of
course there is nothing stopping you using some 3D even in a 2D game…).

Part of why I like SDL is that it doesn’t make this decision for you.

Also see munificent’s reply in this link: http://gamedev.stackexchange.**
com/questions/631/what-to-consider-when-deciding-on-2d-
vs-3d-for-a-gamehttp://gamedev.stackexchange.com/questions/631/what-to-consider-when-deciding-on-2d-vs-3d-for-a-game(I’d forgotten all of this pain … Googled for “do 3d games take longer to
develop than 2d”).

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Hi Paulo,

Actually Braid is a 3D game, at least from the technical point of view.

Does it use any actual 3D mechanics in its game play?

I once worked on a game called Zex that was basically a 2D plan view space game. Since the ships were 3D models we banked them when they turned. We also used the engine to allow the player (or automatically in certain circumstances) to zoom in and out. There were a couple of other special effects that leveraged the engine. Spinning planets as well.

I would still call it a 2D game though. It could have been implemented with sprites, albeit with more artwork.

As such, modern game engines are actually 3D based and make use of
orthogonal projections.

Care to give a few examples for my uneducated brain?

Sorry to reply so late, somehow I’ve missed this post.

Basically you can create a 2D tile engine where the tiles are actually made
of quads or triangles
that get drawn with z=0. This way you can get all the graphics
acceleration, together with shader
effects, while keeping the game 2D based.–
Paulo

On Mon, Jan 30, 2012 at 10:48 AM, Rob Probin <rob.probin at gmail.com> wrote:

Hi Paulo,

Actually Braid is a 3D game, at least from the technical point of view.

Does it use any actual 3D mechanics in its game play?

I once worked on a game called Zex that was basically a 2D plan view space
game. Since the ships were 3D models we banked them when they turned. We
also used the engine to allow the player (or automatically in certain
circumstances) to zoom in and out. There were a couple of other special
effects that leveraged the engine. Spinning planets as well.

I would still call it a 2D game though. It could have been implemented
with sprites, albeit with more artwork.

As such, modern game engines are actually 3D based and make use of
orthogonal projections.

Care to give a few examples for my uneducated brain?


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