Results 1 to 13 of 13

Thread: Total War engine

  1. #1
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Question Total War engine

    Any idea how does the Total War engine work?
    I mean, I haven't seen the Rome TW engine documentary on TV.

    I want to know how was it created, with what tools and so on..
    I hope I ain't asking too much.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  2. #2
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: Total War engine

    hmm something like C++ ? I don't see what else there is to know.
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  3. #3
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Total War engine

    That's all?
    Only C++ and 3DS Max?
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  4. #4
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Total War engine

    With C++ they write the engine. With 3ds max, Excel and Photoshop they fill in the details. But tools alone won't get you anywhere, knowledge and dedication do.

    HistWar and the Mad Minute Games are examples of very small teams (2 or so?) who develop 3D tactical wargames, and I believe most of it in their freetime.

    I think TW modders are very capable in creating their own engine if it wasn't for motivation and the problems of internet communication. Or why do you ask anyway?
    Last edited by Duke John; 05-08-2006 at 12:14.

  5. #5
    zombologist Senior Member doc_bean's Avatar
    Join Date
    Oct 2004
    Location
    Riding Shai-Hulud
    Posts
    5,346

    Default Re: Total War engine

    They probably also use C or some other 'lower level' language to get faster code here and there.
    Yes, Iraq is peaceful. Go to sleep now. - Adrian II

  6. #6

    Default Re: Total War engine

    I don't really know what does a 'game engine' mean 0-o
    "Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."

    Cry, the Beloved Country by Alan Paton.

  7. #7
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Total War engine

    Quote Originally Posted by Duke John
    With C++ they write the engine. With 3ds max, Excel and Photoshop they fill in the details. But tools alone won't get you anywhere, knowledge and dedication do.

    HistWar and the Mad Minute Games are examples of very small teams (2 or so?) who develop 3D tactical wargames, and I believe most of it in their freetime.

    I think TW modders are very capable in creating their own engine if it wasn't for motivation and the problems of internet communication. Or why do you ask anyway?
    Thanks for the info.
    That's what I'm thinking...Almost of what you said.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  8. #8
    Thread killer Member Rodion Romanovich's Avatar
    Join Date
    Mar 2005
    Location
    The dark side
    Posts
    5,383

    Default Re: Total War engine

    if you want to make an own game python is the fastest thing to learn. Otherwise it's c/c++, loads of APIs, loads of math theory, loads of graphics theory, and loads of knowledge about hardware that you need. AI theory is also important, and something that most game developers forget because there's so much other work - music, sound, art, 3d models, text files, manuals, copy protection, installation program etc.

    Python was obviously good enough to allow to create a game like Civ4 so it's not that much worse performance wise, but I don't think CA write their games in python. It all depends on ambition when it comes to prestanda. A game in anything else than python takes a lot of time to write, so you really want to have a team if you are to make something complex. I'm planning to make a *very* simple naval game during the early summer, but I can't make any advanced 3d studio max graphics and textures so I'm afraid it'll look like a joke, but the engine will at least be good enough to allow addition of better graphics in case someone wants to mod the game...
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  9. #9
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Total War engine

    While there are 3D engines that give you a head start (even free ones like ogre3d) it is not for the fainthearted to program in C++. I'm looking at Adobe's Director which is fairly easy to program and comes with a simple but old 3d engine (shockwave). It is capable of drawing a couple of tenthousand polygons at a reasonable rate. In comparision, R:TW is drawing millions or so?

    ...Python looks interesting. LegioXXXUlpiaVictrix, do you have any links to 3D games made in Python? Do you know the limits
    Last edited by Duke John; 05-08-2006 at 16:35.

  10. #10
    Thread killer Member Rodion Romanovich's Avatar
    Join Date
    Mar 2005
    Location
    The dark side
    Posts
    5,383

    Default Re: Total War engine

    I've heard of Mount & Blade and Civ 4, but I don't know the exact limits. I haven't tried python for myself but I've heard it's good enough for most game development stuff, unless you want to compete with the absolute cutting edge games. You can probably make a MTW1 or Shogun like game in Python with reasonable framerate on modern computers. As for an RTW engine I can't say with certainty whether it'll work or not, but it'll probably work if you choose to switch to sprites at a quite short distance... Then again, the rendering of the actual landscape will also take a lot of triangles so I can't really say how well it'll work, especially if you want things like advanced sky, shadows etc....
    Last edited by Rodion Romanovich; 05-08-2006 at 17:03.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  11. #11
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Total War engine

    Mount&Blade is one of the best games to start off with exploring Python. It's just a simple 54MB game, made with Python modules and scripts and some animations and graphics in Blender.
    Check this out: www.python.org

    I know C++ well, but not enough to do graphics in it. So, guess Python and Blender are the best things to use. Blender is a sort of open-source 3DS Max 8, which from the screenshots, it's very cool.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  12. #12
    Arbeit macht fleisch Member ScionTheWorm's Avatar
    Join Date
    May 2005
    Location
    Norwegen
    Posts
    778

    Default Re: Total War engine

    Quote Originally Posted by edyzmedieval
    Mount&Blade is one of the best games to start off with exploring Python. It's just a simple 54MB game, made with Python modules and scripts and some animations and graphics in Blender.
    Check this out: www.python.org

    I know C++ well, but not enough to do graphics in it. So, guess Python and Blender are the best things to use. Blender is a sort of open-source 3DS Max 8, which from the screenshots, it's very cool.
    wrong, m&b isn't written in python at all, it just supports it to add some gamecontents as far as I know (through it's python based module system). it's pretty much like how rtw modding works (with scripting and "stats reading"), just that m&b is more modding friendly. at best you could use a graphics engine with an interface too python (that is: the engine is purely written in c++, but you could access functions in it from python, sending arguments etc). python is mostly used putting pieces from other languages together, as it's just a scripting language. everything in python is a c structure (an early version of the concept class), even integers, functions and floats are c structures.

    so how it would work, using a low-level language coded c++ engine from a scripting language could be in pseudo-pseudo-code like this:

    Code:
    engine = mygraphicsengine()
    scene = engine.makescene() (or something)
    warrior1 = mesh('warriormodel1.brf', 'warriortexture.dds', ...)
    warrior2 = mesh('warriormodel2.brf', 'warriortexture.dds', ...)
    
    scene.addmesh(warrior1, some location)
    scene.addmesh(warrior2, some location)
    
    start()
    this would be about how it would work from c++ too, but that would be faster. making the AI would require very CPU-demanding algorithms, which with python loops would be... very slow.

    best place to start with python is in my opinion with PyGame, though that wouldn't be 3d and the game you aim at. I just recently posted in a similar thread the link to ogre3d

  13. #13
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Total War engine

    Nice info. Thanks.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO