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Thoughts on Golf

by Callie Ann Wilson · in Game Design and Creative Issues · 04/24/2004 (12:36 pm) · 8 replies

Well, actually its Mini-Golf. I want to make a Mini-Golf game for a class project. I'm hoping to be able to build 36 holes. Anyways, I was wondering if anyone could give me some advice on if I should use Quark, 3ds Max, or Maya for the courses. And which which engine would best support the collision needed for rolling a golf ball around. I'm looking at Blitz 3d, Torque, and Dark Basic. Id like to be able to put out a small demo for my professor in no more than three months. Also, I'm hoping to be able to do most of it in script, as I know very little C++ or C#. Thanks in advance.

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#1
04/25/2004 (1:17 am)
Torque should be able to handle a mini-golf game straight away using interiors and script only from a quick assessment.

For interiors (the golf course) you make them in Quark or similar "interior" CSG modelling tool.

Max/Maya/LightWave/Blender is used to make DTS shapes. But they are used to create more complex things like trees, player models, vehicles and would not be well suited for the course itself. This is due to how the engine handles collision detection and casting shadows.
#2
04/25/2004 (10:02 am)
You might want to do the basic course in DIF and then use DTS for objects to spruce it up with.
#3
04/25/2004 (10:49 am)
Ok. Thanks.
@ Ben :
Um, can I use the Realm Wars demo to make it, since its only for a class? I want to purchase Torque in the future, but I would like to become more familiar with the scripting first.
#4
04/25/2004 (11:08 am)
I did make a golf game out of realmwars (well, not quite realmwars, more sort of a realmwars half-build with the steam knight in). Its definitely do-able i think with the standard realmwars.. but an orc playing golf?? :)
#5
04/25/2004 (6:59 pm)
@ Phill:
Do you think you could send a snippet of code that you used for the club control? It is giving me a devil of a time.
#6
08/23/2004 (6:30 am)
I'm also thinking of some kind of Golf game, and have spent some time trying to figure out how to do the fairway and green areas. The problem with terrain manager is that you get very coarse texturing. The green area looks horrible when viewed close. Also, the level of control of the geometry is not enough to make a (convincing) nice green area with some bunkers.
I started to wonder if I should model the more detailed areas as DTS objects, but then comes the problem with collission areas that can not be concave... It would like the green to be concave at least in some areas. The third thing I was looking at was making the shapes with Quark, but it seems to me that quark only handles concave objects (I hope I'm wrong!)
I would appreciate some ideas on which direction to take!
#7
08/23/2004 (7:33 am)
You can create fairly complex concave objects using only convex brushes (in Quark):

www.rustycode.com/matt/convex_arch.jpg
www.garagegames.com/images/ul/1313.wastelands.jpg
#8
08/23/2004 (9:55 pm)
Matthew, thanks for the reply!
It seems that it's the way to go then. By putting together a number of blocks/brushes in Quark I could model something that looks like a green area, and also get control of the texturing on a finer level... It will be interesting to see what the new TSE will add to the possibilities...