3D Programming for Exceptional Middle School Students

jdwright

Senior member
May 18, 2000
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I'm hoping that someone has a good suggestion for my middle school classroom. I have some coding background in Python, C, Basic, and a few others. But, none of my background included 3D or much game programming (always data structures and text based stuff).

I do quite a bit of 3D work in class with the kids (Vue, Anim8or, Texture editing) and all that seems wasted for a potential game, since most solutions seem overly complicated for the kids and in most cases me...LOL.

I guess what I'm looking for is an environment that won't break the bank, handles 3D objects/animations from something like Blender without 900 lines of code. I'm sure this is probably a pipedream, but hey - might as well ask right?

BTW, could someone fill me in on the viability of Blender as a game design environment? I've heard that it has some capability there.

Thanks in advance for ALL input!

J
 

lousydood

Member
Aug 1, 2005
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I implemented software 3D when I was a kid, with some help. That was pre-OpenGL. Nice way to learn about vector algebra.
 

Drakkon

Diamond Member
Aug 14, 2001
8,401
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I'm not a savvy 3d person but I have used torque - it comes in those books that are like "how to be a HS 3d programmer" series. Its fairly easy to use and can take models from many 3d creation utilities but codewise its difficult to figure out at first when it comes to how to make things do what you want. DarkBasic is another engine that the code is a little easier but modeling to me again was something too difficult to get into. There are a lot of implementations of scripts that can take Blender graphics and translate them for these engines - but for a lot of these 'free' engines you need a model with a VERY low polygon count.
 

CTho9305

Elite Member
Jul 26, 2000
9,214
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Have you looked at Alice?
From the download page:
Alice 2.0 vs. Storytelling Alice

What is the difference between Alice 2.0 and Storytelling Alice, and which is right for me?

Alice 2.0 is designed for high school and college students. Storytelling Alice is designed for middle-school students. Storytelling Alice was created by Caitlin Kelleher as part of her doctoral work in Computer Science at Carnegie Mellon University. You can download Storytelling Alice here. For details on the design, development and evaluation of Storytelling

I haven't used Alice since the late 90's - it's changed drastically since then, but I would expect good things.
 

aCynic2

Senior member
Apr 28, 2007
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Originally posted by: Drakkon
I'm not a savvy 3d person but I have used torque - it comes in those books that are like "how to be a HS 3d programmer" series. Its fairly easy to use and can take models from many 3d creation utilities but codewise its difficult to figure out at first when it comes to how to make things do what you want. DarkBasic is another engine that the code is a little easier but modeling to me again was something too difficult to get into. There are a lot of implementations of scripts that can take Blender graphics and translate them for these engines - but for a lot of these 'free' engines you need a model with a VERY low polygon count.

Torque(AKA TGE - Torque Graphics Engine) is an option, since it's free for non-commercial use.

Also, there is Ogre3D, also free regardless. Both of these are 3D engines wrapped around Direct3D or OpenGL.

Blender is good for modeling objects. I had trouble with Blender crashing my system, so I use gameSpace ($199) and AC3D ($80).

I use AC3D far more often! It's precise and intuitive. It's UI is not overly complicated, the docs is easy, Andy has some video demos on how to use it to great effect and his site has lots of gallery pics, etc. AC3D also has a built-in uv coordinate editor. uv coordinates are used to determine placement of the texture on the model.

AC3D

You can download and evalutate it for 14 days. if you like it, talk to Andy about a bulk or educational discount (can't hurt to ask).

Now, for some books, if you haven't any...

C++ Programming: How To by Deitel and Deitel is expensive and perhaps a college level text book, but the 6th edition has a chapter devoted to programming Ogre3D and I consider it one of the best books I've ever read on C++. It starts off easy enough and you can limit it to simple classes (no inheritance, polymorphism, etc).

I also have "Introduction to Game programming using Direct3D 9.0" which I like. It also uses C++.

Another good one is "3D Math primer for graphics and game development." This has some advanced topics, such as barycentric space, but it has a lot of really good material on vectors, vertices, points, matrices, quaternions, euler angles, etc. It's C++ based.

Keep in mind, that much of what you're looking for (CASE orientated tools for game development) is very expensive, on the order of 4-5 figures.

Best to keep it simple and perhaps teach them the assembly line coupled with artistry nature of game development.

 

wwswimming

Banned
Jan 21, 2006
3,695
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VRML, the virtual reality modelling language.

full-function demo versions of Rhino & 3D Studio will both output
*.wrl (VRML) file types, though without the mesh control that
you might find in some other modellers (like those used for
finite element analysis).

also, nVidia has an SDK (system development kit) that a smart
young un might be able to wade into. possibly in junction with
the 90 day demo version of Microsoft Visual Studio.
 

jdwright

Senior member
May 18, 2000
208
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0
First, I should apologize for not replying sooner. I thought I had subscribed to the thread, but hadn't =(.

These are some great suggestions, and will definitely offer some options to explore.

I think I'm leaning toward Ogre3d or Torque. I feel pretty comfortable with python and I would think that would be a benefit, so I might also just consider sticking with pygame and 2D for game creation. Unfortunately, I have a wide variety of math/conceptual skills in my classes, but I think this might be a good direction for some advanced kids.

Your help is very appreciated!

J