sdd
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developing pi games

Mon May 27, 2013 10:50 pm

I was just wondering if anyone else is developing games for the pi? Almost all the posts I've seen in this forum are about emulation, porting games, or minecraft.

ghans
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Re: developing pi games

Tue May 28, 2013 8:40 am

The only things i can think of is Blocky and iOS ports .
People like flashy (fast/fluid !) graphics , and for that you
need to know Open GL ES (or an engine which works with it)
which automatically excludes a lot of PC devs.

You might have a look at the Pi store ...

ghans
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mrpi64
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Re: developing pi games

Tue May 28, 2013 9:03 am

try installing games, such as funnyboat or whichwayisup. they are both written in pygame, but if they were written in c or c++, you would not be able to tell the difference. they are that fluid and smooth, especially whichwayisup.

also, check out a game specifically for the raspberry pi called penguins puzzle (sudo apt-get update && sudo apt-get install penguinspuzzle). it's in 3d, and gets pretty hard. lack of title screen and score make it a basic 'build upon me' game.
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

Andrey
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Re: developing pi games

Wed May 29, 2013 8:44 pm

I saw OGRE 3D and Bullet Physics engines was ported.

There is working example: http://store.raspberrypi.com/projects/littlecrane

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mrpi64
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Re: developing pi games

Fri May 31, 2013 2:44 pm

I love littlecrane. Next time i play it, i may actually be able to get to lvl 3!

Is there a version that i can download of littlecrane that does NOT require internet connection? :D
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

ghans
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Re: developing pi games

Sat Jun 01, 2013 10:07 am

Googling further , work on getting MonoGame and jMonkeyEngine
to work on the Pi was also succesfull.
Blocky , as another example , was built with a
hardware-accelerated version of LWJGL.

ghans
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sdd
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Re: developing pi games

Sat Jun 01, 2013 5:04 pm

So In your opinions, how close is pi3d to being game ready?

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Davespice
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Re: developing pi games

Mon Jun 03, 2013 9:37 am

I want to develop a clone of MS-DOS NetWars for the Pi. Only the older people here will remember it.
Here is a little video to jog your memory; https://www.youtube.com/watch?v=eMp1RrCy4w4

It was a game that came with Novell Netware and was mainly used to test IPX connectivity. However a lot of students of my age, at the time, found it a lot of fun to play for 20 minutes during your lunch hour. It came with its own model editor so we all made our own ships to fight each other in.

So I think it's the ideal thing to have in a school or learning environment, something very pick up and put down. People can join and leave ad-hoc and maybe learn a bit about 3D modelling with the simplistic model editor.

I've already made a start on the code myself, although I am rolling my own 3D engine based on Open GL ES. It's my first attempt to write a 3D engine from scratch but I think this is not a bad place to start since the models always stay the same and don't ever need to bend or animate - since they're just ships in space.

If anyone reading this would like to help, I would very much appreciate it. So far I have a way to load models and rotate them on the screen based on mouse position.

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paddyg
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Re: developing pi games

Mon Jun 03, 2013 9:53 pm

sdd, re pi3d. Here's my latest demo (for York Jam) and it's quite game ready.
http://www.youtube.com/watch?v=GU6xlEfd1vo
https://github.com/tipam/pi3d/blob/deve ... ogFight.py
It would be pretty quick to change this to a space rocket game, the biplane didn't take too long to actually do (but that's because I've devoted heaven knows how many hundred hours to learning to use Blender!!) And there are already elevation maps and environment cubes for Mars and space in the demos directory. pi3d can manage to do quite a bit but if you wanted blurring and cast shadows and bump detection the frame rate would take a knock. Also there is a graphics memory leak that we're working on but it only really manifests itself where there is a process of continually creating new objects.
It could do with the ability to feed in locations and speeds of enemy objects from the network but python can do all that.

Davespice - feel free to use whatever you want from pi3d if it helps.
also https://groups.google.com/forum/?hl=en-GB&fromgroups=#!forum/pi3d

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mrpi64
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Re: developing pi games

Tue Jun 04, 2013 12:51 pm

nice dogfight game! what about a 3d first-person shooter, like openarena? has anyone made that yet? :D
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

jeggy
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Re: developing pi games

Thu Jun 06, 2013 7:54 am

Yoyo games are working on a free export for the gamemaker engine, which is used by a lot of people, me myself have bought the master edition of the software, and I'm waiting for the Raspberry pi export :D

http://gmc.yoyogames.com/index.php?show ... &p=4293442

sdd
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Re: developing pi games

Mon Jun 10, 2013 4:42 pm

Are there any tutorials for pi3d out there? Or maybe some easy to understand documentation?

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paddyg
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Re: developing pi games

Mon Jun 10, 2013 5:46 pm

Hi

There's quite a lot of stuff in the documentation here pi3d.github including some FAQ that I try to keep up with! There are also a lot of comments in the demos but what is really missing is a walk-through starting with the 'easy' and going down hill from there. One problem is that we have tried to keep both the flexibility to do whatever you want and the simplicity of not having to specify every little bit. As a result there are always lots of different ways to do everything!

I would suggest downloading it, getting it to work (should just need PIL), trying a few demos without spending too much time looking at the code, read the introduction and FAQ above then look at the demos in detail, probably Minimal, Earth, Shapes, ForestWalk, Blur will ease you in.

Paddy

PS I'm just in the process of getting the DogFight demo I did for the York Jam working as a multi-user using httprequest from a web server to pass player positions etc. This will be very much a skeleton, just-one-possible way of doing this but should be developable by anyone with enthusiasm for it!
also https://groups.google.com/forum/?hl=en-GB&fromgroups=#!forum/pi3d

6677
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Re: developing pi games

Tue Jun 11, 2013 6:52 am

mrpi64 wrote:nice dogfight game! what about a 3d first-person shooter, like openarena? has anyone made that yet? :D
Ioquake3 (quake engine) was already ported and works with open arena data files. It is on the pi store.

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DaveDriesen
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Re: developing pi games

Tue Jun 11, 2013 8:01 am

Doing a lot of 3D engine porting to the pi alongside Nintendo DS.

It's fun but not very rewarding for the time being, due to the many limitations involved. A good example of how spoiled we are on PC/PS3.

Dave Driesen
Linux dev and oldskool elite.

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mrpi64
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Re: developing pi games

Wed Jun 12, 2013 7:20 am

Porting 3d engine to nintendo ds?
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

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paddyg
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Re: developing pi games

Sun Jun 16, 2013 1:46 pm

I've added a bit more to the DogFight demo to start making it multiplayer and interactive. It's more of a pro-forma example than an actual game but I probably will add a bit more in the way of damage (massive explosions maybe!)

youtube vid

code on github
also https://groups.google.com/forum/?hl=en-GB&fromgroups=#!forum/pi3d

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mrpi64
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Re: developing pi games

Tue Jun 18, 2013 12:21 pm

what about a 3d shooter? plz!!! or, upgrade the tanks demo so that it tilts when you go up/down a hill, and that you can fire?
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

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Re: developing pi games

Tue Jun 18, 2013 12:28 pm

mrpi64 wrote:what about a 3d shooter? plz!!! or, upgrade the tanks demo so that it tilts when you go up/down a hill, and that you can fire?
Quake works!

3D shooters takes a considerable amount of effort to do (man years), as do most games nowadays.
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paddyg
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Re: developing pi games

Tue Jun 18, 2013 2:16 pm

mrpi64 wrote: or, upgrade the tanks demo so that it tilts when you go up/down a hill, and that you can fire?
@mrpi64 the tank tilting was sorted with the ES2 version of pi3d, are you using the latest? It still has less than perfect 'ground' detection on maps with largish triangles, hence the hovertank effect!

I'm not intending to actually write games but, hopefully, pi3d can be used by enthusiastic amateur programmers to make simple but fun and playable games. Eventually he DogFight should be re-skinnable as rockets in space, robots in a maze, tanks on the moon etc. without too much work. If you're just wanting to play games then go for things like quake as python is always going to restrict them, but if you want to get hacking (which is actually more fun) then python is an easy way in!
also https://groups.google.com/forum/?hl=en-GB&fromgroups=#!forum/pi3d

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mrpi64
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Re: developing pi games

Wed Jun 19, 2013 10:11 am

Ok, I have not checked. Will as soon as I can!

I am writing a small game to Simulate this one (currently it is in the FAILURE stages (lol)):

http://yagiz.me/zombiesvscow/

But, it might work eventually...
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

sdd
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Re: developing pi games

Fri Jun 21, 2013 8:35 pm

Okay, I've *almost* fineshed my simple tower defense game... almost being relitive to a basic game with no sound, one tower and very simple graphics. (: I plan on putting it on the pystore when it IS finished.

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mrpi64
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Re: developing pi games

Tue Jun 25, 2013 12:34 pm

Cool! I suggest releasing the source code, so more people will be able to learn how to code (like me. duhh.......). pistore? If it is the first version, i suggest you wait, update it with more stuff, and then release it.
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

dan3008
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Re: developing pi games

Wed Jun 26, 2013 8:45 am

I've not written a game. But I've just completed a very basic voxel engine. And i mean VERY basic. currently, it has a variety of solid blocks (and bouncy blocks :D I've had endless fun bouncing around on them), dynamically loading blocks, and player physics, but thats it.


No water, no placing/removing blocks, and no mobs/other entities yet. and no inventory, but thats easy.

I'm also making my pi into a game center, when its done I'll share the code
dan3008 wrote:Pays your money, takes your choice

Luutifa
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Re: developing pi games

Fri Jun 28, 2013 1:18 pm

I have a dream of making a game (a RPG, but a little different, the way I want it, full of mysteries and philosophy, and awesome music with catchy/unique melodies) with "3D" graphics similar to... maybe the FF series, but more like Fez, Minecraft, or... Well, I've got a clear image of that in my mind, I just don't know how to describe it.

Sadly, my skills are quite nonexistent.
I'm learning C++ as my first programing language now (I do know a lot about computers, they are my most passionate hobby, just never learned any actual programming language)
I would like to be a musician, but I've tried that, and I'm horrible at it, and I don't have time for that.
And after I get pretty good at C++, I'll start doing graphics, maybe SDL, or maybe straight to OpenGL ES 2.0

But yes, what I meant to say:
I will make a great game (I've made a promise to myself)
And I will release it first for the Pi.
But it may take a freaking long time, since I'm starting from /dev/zero.

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