Uh... so you want a random terrain generator? I think that is what you said... just a WALL O TXT!Cavouku said:...I have no idea what I want.j0z said:NotePad++ has syntax highlighting for a variety of different programming langauges, which means that it makes the code you type different colors depending on what it does. Python has its on IDE, called IDLE. It has syntax highlighting, and it will compile your code and run it. If you want to do C++, try DevC++ http://www.bloodshed.net/devcpp.html or Microsoft Visual C++ Express Edition. Both are free, but the DevC++ is a much smaller download, and is okay if you want a lightweight IDE.Cavouku said:The guy above gave me a link to Python, and a book about it. That should help. Also this thing called Notepad++, but I'm not sure what that is or how to use it.j0z said:Ah, I'm sorry, I can't help you with actual programing/engine design. But I do know that you need to learn how to program normal programs before you do anything as major as writing a whole game engine. Learn some Python, or C++, but you will probably want to write the engine in C++, but I know from experience, that C++ is not an easy language.Cavouku said:Hm, I'm not sure, not even sure what I'm looking to make. Basically, I was thinking of making a program, or engine, again, I don't even know the difference, where you can easily make 3D graphics.j0z said:I can't offer anything on the engine side, but for texturing:
GIMP
www.gimp.org
For Modeling:
Blender www.blender.org
Both are free, and very powerful. Have fun!
Though I'm not sure exactly how to go about it is the thing.
Alright let me try and explain; I want to make something that lets you do this... hold on I have it written down here somewhere. Ah, here it is-
Programmer sets up bumping and terrain structure, location, area level, climate, terrain and soils, and ranges for differentiation. Programmer designs or selects structures, randomizations and ranges of similarity for structures, structures age ranges and range of number for structures, structure material differentiation ranges. Programmer locates any unnecessary clusters or deprevations and re-randomizes. Programmer selects foliage, levels of foliage growth, foliage locations, range for clusters, range for foliage differentiation (i.e., color, length, age), and possible over/undergrowth locations. Programmer locates any unnecessary clusters or deprevations and re-randomizes. Programmer selects wildlife or civilization and enters random range. Programmer enters age and differentiation ranges for randomization. Programmer locates any unnecessary clusters or deprevations and re-randomizes. Programmer selects any other options and repeats the process. (Other notes can be added)
Though I don't know if this is how it works, or how it even can work.
that would be very complicated to do (I think) and you would need a very good grasp of C++ to do it. Hate to burst your bubble, but there is no way you can do that just starting out. I suggest learning C++, and then start doing that.
Also, you have to remeber that you have to create the engine to display all of that on the screen, the lighting, everything. It is a lot of work.
If you got VC++, get the DirectX dev kit, and the DARK GDK. It will take care of many of the tedious getting the object on the screen tasks. But don't expect it to look very pretty.