Game Development Tutorials Sequence
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(with video tutorials for avatar and camera controls)
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(including new ones like for Cinematic Editor and others such as Conversation, Path and Road Editors)
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(class hierarchy and process for creating avatar, entity, item, ability, action, scenario, plugin, etc. C# classes to extend the engine and toolset)
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(new in v1.0)
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(Importing, Exporting, Modelling and Animation Tips, Collision/Object Type and Material Setup, Optimization and LOD Generation)
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User Manuals
The below user manuals help you get started using Visual3D's All-in-One Development Tool to build your own game or virtual world, by including (and linking you to) the most relevent video tutorials and further documentation.
This tutorial sequence covers building and editing gameplay missions and simulation scenarios in the Visual3D All-in-One Development Tool, and serves as a user manual for various tools, features and component building blocks involved in this process. It demonstrates the creation and use of custom scenarios, avatars and object entities by drag-dropping them into scenes, and then editing their properties and extending them with ability and action components. This process is completed by play testing your game, and editing it using the Visual3D real-time Edit-and-Continue toolset. A few of the primary video tutorials are shown on the manual page, however, they are also shown in the specific tutorial pages that refer to them, which also provide screenshot-based written tutorial describing the steps in the tutorial videos, which is especially helpful for those videos without voice narration.It also includes suggestions for reading other unrelated but important documentation at different points in the tutorial sequence, however, the order is only a basic suggestion and its not required that the tutorials be watched or read in that order.
User manual for Scene/Level/Environment Design, Mission/Scenario Editing, Object Placement, Prefabs, Entity Types, Environment Setup (Lighting, Sun, Weather, Day-Night Cycle, Sky/Clouds, Fog), Real-time (Live) & Collaborative Editing, and general toolset usage.
User manual and tutorial for Terrain Editor (Importing, Sculpting, Painting), Ocean/Water, Vegetation, and Procedural World Creation.
User manual and tutorial for use of Entity Hookup Editor, Key Mapping Avatar Animations for User Controls, and Event-Triggered Entity States, and AI and Gameplay Behavior setup and scripting for Avatars and other Entities.
This overview describes the best classes to look at to get started in understanding how games and simulations are developed with Visual3D. You can modify or create modified copies of these classes, or derive from them, to develop your own game and simulation with Visual3D.
This also describes the most commonly used scripting components (abilities, actions, events, and conditions), as well as combat and weapons, navigation AI, and common base classes you can derive from to create your own component classes for avatars, weapons, entities, abilities, actions, and events.
This User Manual defining how to define new types of components which can be used by mission/level designers to setup entities, scripting and gameplay.
Topics covered include how to define new types of Entities (eg. Character, Vehicle, Weapon, Equippable Items, etc.), Actions (such as PlayCinematic, PlaySound, or CreateEntity), Triggers, Events (eg. EntityDied or EntityKeyEvent), and Abilities (eg. Inventory, Speaker, Mobile, Combatant), as well as how these components are hooked up, configured and triggered (eg. through Triggers, Behavior Trees, and Key Mappings) through the toolset.
User Manual for Programming (C#, Python, VB, JavaScript) with Visual Studio & Visual3D Code Editor, Real-time Mission Editing (Cinematics, Paths/Navigation, Trigger Areas, Character Dialogs/Conversations, Behavior Tree Editor, Smart Objects, Area States, Event-based Effect (FX) Sequencing, and Actor Setup.
User Manual for Modeling, Animation, Live Importing, Asset Management, and Visual3D's all-in-one Entity Editor for Model, Material (Shaders), Animation, Moint Point (Attachments / Bone Tracking), Physics (Collision), Particle (Visual FX) editing and setup.
This user manua covers use of the built-in UI Editor for designing and scripting/programming the graphical user interface (GUI), including HUD (Overlay elements), Forms (Windows/Panels/Dialogs), Menu Screens, and in-game interactive screen/monitor objects. (Due to recent improvements with UI Editor, much of this documentation needs updating or will soon be written). This user manual is somewhat oudated and still being written, as it mostly covers how code-based UI creation, and not yet much of the UI Editor visual form/window/UI building yet, which has been further tested and enhanced for upcoming Visual3D v0.9.7.
More written and video tutorials, including user contributed ones. |