I want to create a simple flying game using DX and C#, what are some of the tools people here use to place objects into world space(to get the coords), my idea is to use a manager I created to manage my resources then once I find a good tool to use to get world coords I will create a class that will tie into my rendering loop that will grid out my world for rendering. thanks for any help or Ideas

3D game tools
Cory E
Josh Crosby
I dont really need to import the file into my game/program just need to lay out a scene and get the coords of the objects, but to bring this all together I will need to create a class to manage this data, so let me know if im on the right track. My idea is to make a class add in a hashtable that will store info like this
ObjectHash("objectName", Vector3(x,y,z));
my only problem with this is I would like to lable each object to a scene number so if I have like 15 different scenes that have 10 objects each when a player goes into scene1 all objects numbered scene 1 will be rendered when a player moves out of scene1 the next scene is rendered and scene1 resources are released, what would be the best way to do this
Summoner
Hi,
maybe RetinaX could be the thing you are after. It has scene graph, 3d sound support and ui framework. You can check it out at:
http://www.sourceforge.org/projects/retinax
best regards,
Tommi Laukkanen
Ron Jacobs
Maya PLE
Use your modeling program to do the scene layout.
You can move all the objects around interactively as well as access the screen coords. In fact, if I'm not mistaken, if you then export each item separately and then import into your scene, they will already be at the proper location.
The Learning Edition is free, but will export scenes which have a watermark. However, if you're exporting .x objects for your game, No Watermark! Wow! a very expensive professional modeling program for free. Just for us gamers.
YapEro
What you're describing is commonly referred to as an editor ("World Editor" / "Level Editor") - there isn't really a one-size-fits-all solution here. It depends on what you're trying to achieve and how much flexibility you need.
Some people will try and make use of existing 3rd party tools, but this is often quite difficult (you'll have to understand the file formats it consumes/produces) and unless your game is very similar to the 3rd party's then you'll either get extra functionality or not enough...
I would suggest looking into creating your own world editor. For early prototypes I usually skip the fully-3D/3dsmax style editors and knock up a simple 2D plan-view. Means I can create some content for my engine/game without spending 3 months just writing an editor.
hth
Jack
Xie Guangzhuang
I hope this helps.
Take care.