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Post by n_iron on Jul 10, 2015 7:33:10 GMT
Hi Everyone I have uploaded some versions of 3DRAD to my website. There is the current version 7.22, 6.50 and a very old one most have never seen much less heard about and that is 3DRAD24. It is also based on the 3DImpact engine but I think a much older version. I think its worth a look at for old times sake. Its not very big and only came with some basic mesh.
n_iron
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Post by FDX on Jul 30, 2015 7:05:42 GMT
Hi there, found this forum and want to participate! 3drad24 (i believe 2.43) is not based on 3impact. Actually it is based on very old engine (since 1998) that was dos based. Since v2 it become traditional windows application and got directX 8.0 support. 3impact gave birth to versions 6.1 and greater. Even 6.0.0 (first teaser preview with non-editable project and script) had own engine based on basic directx SDK. I have all versions since 1.4.7 and will release them soon
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Post by Thunder on Jul 30, 2015 11:21:52 GMT
Wow! You collected all versions of 3D Rad. Have you tried them all?
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Post by FDX on Jul 30, 2015 12:23:53 GMT
Wow! You collected all versions of 3D Rad. Have you tried them all? Yes. first version i've ever tried was 2.43 trial and i used it for few years because it had compiler while more modern versions got no compiler in exchange for unlimited worktime. i also had to find 1.x versions cuz of "shape editor" which was removed but still supported in 2x version in favor of 3ds editor. Shapeditor had texture wraping feature while more modern 3ds had "side-projection" type texturing Then i switch to 5.0->5.1->5.2 then owner changed (but Fernando worked on 1x versions of 3drad AFAIK) and then goes 6x where i lost interest to engine and switched in web development but i dont have 4x versions (first with windows gui and more like 5x with limited features) 4x looks the same as 5x the only difference in .x objects handling and code instructions amount
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Post by n_iron on Jul 31, 2015 10:20:06 GMT
Hi FDX welcome to the forum its been a while and yes I do remember your input to the 3DRad forum.
The rad24 version I am not sure where I got it from and was only guessing of its origin. I also had the older 147 version but I am unable to find it.
I bought into rad with the 5 version and not long after Fernando came out with 6 and was very impressed with its ease of use and capability and here I am still going on with it.
I have started a little while back a space game which I am scripting almost everything. There is a link to the demo some where on on my website. Also we are trying to revive the community project that Mike Hense started so if your interested you can post an entry at The Moon - A Place Of Desolate Isolation on this forum.
n_iron
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Post by NicusorN5 on Aug 19, 2015 16:38:59 GMT
BTW,why Fernando left developing 3D Rad?
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Post by MonstaWolf on Sept 3, 2015 14:37:49 GMT
BTW,why Fernando left developing 3D Rad? To be honest, I don't know. If one thing's for sure though, 3d RAD should be a ton more popular than it is. It's what got me interested in game development!
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Post by Power Supersport on Sept 4, 2015 20:01:48 GMT
Do you know what... I bet that if 3D Rad was supported nowadays, it would have the newest features...
I've always imagined... how 3D Rad 8.00 will have cloth physics, soft-body physics, Multi-platform export, Multi-shader support, bunch of optimizations, new design etc... let me stop dreaming... I want these things to happen, but we don't have source code...
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Post by shoultsy11 on Sept 5, 2015 11:43:56 GMT
Maybe we could make our own 3d rad and continue developing it! But I suppose none of us are good enough to make it any better, but I could be wrong I don't know
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Post by F1Andre on Sept 5, 2015 12:26:35 GMT
Shoultsy building a engine like Rad from scratch with only NVIDIA and a C language would take years of experience. The only way we can build something equal to it is by developing a game engine within a game engine. This can be done in something like UNITY but it will be slow, but still a lot faster than Rad itself.
But why reinvent the wheel? We can make one and keep it as close to RAD as possible but no one here will devote so much of their time helping or doing such a project.
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Post by F1Andre on Sept 5, 2015 12:32:46 GMT
Oh and shoultsy, we are game devs not software developers. I mean, we do this because we love it. I left software programming for game development becuase it was always the same story over and over again. Not even to mention all those compiler errors the screen spat at me. It's very challenging, it is just the same thing over and over again.
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Post by Deleted on Sept 5, 2015 13:05:40 GMT
A lot of game developers try to make their own game engine or try to make a game from a language itself. it gets all too messy for them, when we have the resources we should use them,
3d rad is easy to use, i love it, but more than the software i love its community, Things are going rough, there are also a lot of game engines with much more efficiency, speed, accuracy and a more of the modern day features to make you dream game come to life. 3d rad hasn't been updated for a lot of time now there are a lot of limited options like no multi platform support, less tutorials, less compatibility, no improvements in lightning, less flexibility and all the others you named earlier, power.
someday we will have to leave 3d rad, the good old days have gone, when we used have people like Shadmar, Jestermon, and Mike with us... when 3d rad was a software full of opportunities, when it had the power to stand in one of the best engines...
times have changed now, because the software is abandoned, 3d rad hasn't aged very well...
a person can do anything with the software who believes he can, sometimes i look at the old 3d rad projects by the community members and also new projects like Power's geometry dash game, these are great example of what 3d rad can do, these are the proof of someone's belief
in game design you will never stop learning, and in the way you will change many softwares that is the way things work, become fluid like water change when you have to
somehow i took this topic to a whole new level... and i just want to say that game development is making games no matter what your path looks like. :/
you can surely try to make a game engine when you are a Triple A like rage engine for GTA, the frostbite engine for battlefield or of course the source engine for half-life
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Post by Power Supersport on Sept 5, 2015 19:40:39 GMT
Never though about that...
Actually there is Unity game maker called MyGameBuilder... At the beginning I didn't know that it's made with Unity... I used it for 3 months and then I found 3D Rad...
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Post by Thunder on Sept 6, 2015 11:41:47 GMT
Times Change...
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Post by shoultsy11 on Sept 6, 2015 16:56:45 GMT
Shoultsy building a engine like Rad from scratch with only NVIDIA and a C language would take years of experience. The only way we can build something equal to it is by developing a game engine within a game engine. This can be done in something like UNITY but it will be slow, but still a lot faster than Rad itself. But why reinvent the wheel? We can make one and keep it as close to RAD as possible but no one here will devote so much of their time helping or doing such a project. I know
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Post by TinSoldier on Dec 30, 2015 19:04:21 GMT
Hello . 3drad is a decent engine but has issues .. i really cant recommend anybody try to develop a major project with it. Keep your projects simple and small and you should be fine. I've got so many projects i've started but dropped them for more than one reason... Either i just saw that i could finish the project and realized, or just convinced myself, that it wouldn't be of interest to anybody to justify finishing it. Orrrr, 3drads ugly bugs show up... some of you may dispute that.. i can't say why some people know the bugs exist and others say no.. If i had to guess i would say the bugs are there and you just don't realize it. I posted a screen cap of a 3drad project on the 3dfoundry forum showing a skinmesh who's properties had been corrupted by 3drad it's self... i did nothing wrong that i'm aware of and 3drad certainly didn't popup any error box's either. And of course i decided to try again and work on an abandoned project, got it going to a nice start, and once again, this time involving impostor's, i ran my project right after loading it, only to notice imposters were missing... Knowing that the project was working fine when i left it last, i stopped the project, and reran it again... to my surprise the imposters showed up this time and everything seemed fine. This isn't the first time i saw this exact thing happening with this project. Now i'm wondering if the scripting is where 3drad is having issues, am i doing something wrong and 3drad isn't telling me with an error, or is 3drad the problem... i'll say 3drad cause i've known for awhile 3drad had issues a few versions back since fernando bought 3drad. I just couldn't identify the problem but knew something wasn't working right and pretty much assumed it was my fault and dropped the project to try something else. ( this is what i believe happens with people saying 3drad has no bugs, or nothing major) Conclusion: This will be my last attempt to do anything with 3drad, so i figured i would do everything in my project using only 3drads built in objects and avoid scripting like the plague, and only use it if no other option is available .. I'm assuming that i may be doing something in a way 3drad doesn't like in my scripting but isn't showing error popups either because it isn't detecting the error and/or the error system it's self is buggy ( which i also believe). ( the 3dfoundry forum is defunct now(PS don't visit or click the 3dfoundry website link cause it only redirects to spam advertising now instead of the forum) I guess PlayDasher needs that extra few cents in his life)
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Post by Power Supersport on Dec 30, 2015 19:16:15 GMT
First of all, Hi... welcome to the forum, TinSoldier... I was amazed that you decided to come... I know you're new into this forum, but I also encountered a big problem with 3D Rad... I know that you don't know about my Geometry dash 3D game (you can visit it here: 3drad.boards.net/thread/162/geometry-dash-3d)I discovered that the script has maximum number of objects that you can connect to it... I reached OBJ_1980 and I wasn't able to connect any more objects... I am still angry and bored... I don't develop 4 months or so... I started learning Unity, but it's though... When it comes to imposters, yes, they seem the last hope... always... my last projects were with imposters only... check out the Minecraft project here: 3drad.boards.net/thread/116/craft-terrain-generation-system-test3drad.boards.net/thread/106/minecraft-terrain-generationBut 3D Rad can't handle much imosters... It doesn't care about how much polys one imposter will have... It cares only about the amount of them... It's a good starting engine... If it was supported, I WOULD really stay with it... I wouldn't switch to Unity...
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Post by TinSoldier on Dec 30, 2015 21:06:28 GMT
Thanks for welcome Power Yeah well i started late into game development, learned a ton from using 3drad starting back with 3drad v4.* and remembering mention on the forum that a networking add-on was coming. I wasn't going to get involved with 3drad if it didn't support networking, i want that and was looking for the real live person interaction... So i bought v4 .. the rest is history as they say. It's to bad Lenard sold 3drad, as i remember 3drad v5 was pretty stable, it to had a minor issue with the collision editor and the element limit of 512 and only supporting P2P networking... But still.. you could put together a simple project without bugs. I tried to get my v5.* of 3drad to run under win7 64bit .. well i can the list editor to run, but when running the project, the graphics wont start / display and it drops back to the list editor.. Probably for the best, if i could get it going, i would probably try again to develop something with it and its limitations and probably end up crying at defeat yet again . Unity i'm sure would do the trick, but i'm not a young guy anymore and i'm not sure i want to learn a new engine.. I'm more suited to be the manager of the project and let the young guys with agile minds do the development .
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Post by n_iron on Jan 1, 2016 5:02:52 GMT
Hi Tin good to see you here.
My first 3DRAD was 2.4 but never contacted the forum until I bought 3DRAD 5 right at the end of its life then came along 3DRAD 6 so all was lost with 5as it seemed to be a mix match windows and graphic mode.
I have taken a bigger step to OddityEngine and finding it difficult but at the same time rewarding. Haven't made anything with it yet except for building objects like Car, Character and Terrain etc.
n_iron
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Post by TinSoldier on Jan 7, 2016 18:45:07 GMT
I discovered that the script has maximum number of objects that you can connect to it... I reached OBJ_1980 and I wasn't able to connect any more objects... I am still angry and bored... I don't develop 4 months or so... I started learning Unity, but it's though... That's a lot of objects to connect to one script !.. First off, the first problem you'll see is that after 300 or 400 objects ( don't quote me, test and find out) your script will ignore those objects as if they weren't there... you can still link more objects, but your script ignores them. I think you can see the issue there being that you continue to write your script for those objects, and may or may not notice that something isn't working, but you don't know what it is, so you keep going and end up pissed off that you cant seem to get it working and cant find a problem either, plus 3drad wont popup an error ... what do you do ... You have to use a script object and test the linked objects until you find that "secret number" where rad ignores them.. I've done this in the past after somebody pointed this out, and the limit is there but forget the actual numbers involved..
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