Tutorial: 3D for GML

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In this course, you'll learn everything from the basics of 3D to the tools needed to make a fully-fledged 3D game. Experience with GML will help but is not essential.
This course is a derivative of John J.A.H. Weeren's 2004 Step By Step 3D Tutorials for GM6 (available here).

Tutorials
No. Tutorial Category Description
1 Getting started with 3D Basics Going to 3D mode, Initializing 3D mode, Creating a 3D block, Using a virtual camera, Running the 3D program.
2 Z values Basics Relative drawing of objects, Pointing a camera at an object, Exporting and importing scripts, Declaring the z value, Adding motion to the Z value.
3 Specific use of sine Basics Moving the camera in a direction, Using sine to yaw, Using sine to pitch, Moving the camera up and down, Running the program.
4 Z detection Motion Detecting z values, About collision detection.
5 Platforms Motion About platform games, Using gravity, Designing simple levels, Using a third person view, Animating by deformation, Making the character walk, jump, land and fall.
6 Elevators Motion About elevator types, Moving an elevator, Lifting a character, Taking character height into account, Looking around.
7 Stairs & ramps Motion Setting up the objects, Setting up the scripts, Bumping against blocks, Walking on ramps, Switching between ramps and stairs.
8 Jump & crouch Motion Jumping and crouching, Uncrouching.
9 Gravity Motion Using gravity, Setting up values, More scripts, Using gravity interactively, Some more scripts.
10 Collisions Motion Using collisions in 2D, Using three collision methods in 3D, Creating games using collision detection.
11 Flat sprite models Sprites Using sprites to create models, Part A: drawing a sprite on the floor, Part B: making a sprite face the player, Part C: an animation that faces the player, Part D: using virtual rotation.
12 First person mouselook Views Understanding first, second and third person, Creating a world, Creating rocks, Creating a character, Creating a camera.
13 Directional lights Lights About light types, Part A: setting up lights, Part B: colored lights, Part C: multiple lights, Part D: combined lights, Part E: fog and shading.
14 Split screen Views Drawing multiple views, Drawing multiple players, Drawing a radar, Moving multiple players.
15 Backface culling Basics Setting culling to true or false, Using culling with different objects, Flipping the back face.
16 Rolling ball Motion Understanding transformation, Starting and ending transformation, Using rotation around two axes, Applying translation, Drawing and transformation, About the camera.
17 Polygons Models Understanding polygons, Defining different kinds of primitives, Adding vertices, Drawing textured primitives, Polygons and culling, Models.
18 Basic shape models Models Using basic shape codes, Creating basic shape models.
19 Overlays Views Understanding overlays, Drawing what the camera sees, Drawing the overlay, Drawing overlay sprites, Setting depth of camera, Setting depth of overlay.
20 Sniper zoom Views Adding animation to scope, Creating camera zoom, Adding border and crosshairs, Activating zoom.
21 Locations & dimensions Basics Understanding 3D locations, Understanding dimensions, Going from 2D to 3D, Moving around in 3D.
22 Bullet paths Motion Animating explosions, Activating zoom with mouse button, Drawing an explosion, Drawing patches of floor, Targeting crosshairs, Marking the path, Drawing a sky dome, Drawing facing walls, Setting up a bullet, Placing markers on a bullet path, Checking for hits, Understanding bullet paths.
23 Full pitch Views Creating full pitch, Limiting the pitch.
24 Point lights Lights About light types, Defining point lights, Creating point lights, Drawing lights, Enabling and disabling lights, Using lighting and shading.
25 Multiple floors Levels Using sprites to create levels, Drawing floors and ceilings, Drawing stairs, Using level generation tricks, Walking on stairs and floors.
26 Upward sliding doors Motion Finding the exit, Setting up a door object, Making the door move, Bumping into doors.
27 Third person view Views Understanding third person view, Drawing a third person camera, Drawing the character, Drawing the world, Moving the camera, Moving the character.
28 Shooting bullets Motion Shooting a bullet, Creating an impact, Adding virtual bullets, Enabling accurate hits.
29 Terrain model Levels Creating a model, Drawing a model.
30 Height arrays Levels Understanding height arrays, Generating terrain, Drawing terrain, Editing height arrays, Discovering countless uses.
31 Height checking Levels Getting ready to read heights, Reading terrain heights.