Best game engine which does not require coding - game-engine

I want to make 3d games without writing a single line of code. I cannot use unreal engine due to some reason. I would really like a suggestion. I don't know why site's always add unity to the list. Unity requires programming. Please tell.
Thanks in advance.

You cannot create great games without a single line of code. There are several engines out there that creates games without code, but you will be only constrained to casual games.
However, Unity has a plugin called Bolt. You might probably want to check it out.

Related

Creating and compiling levels at runtime

I'm trying to create big level at runtime and not sure where to start or is it even possible.
I want at least to be able to generate big terrain(with some 2d noise function for example) and place some premade assets into the level. And I want to use cool features of UE5 like world partition and nanite, but, as far as I understand, they are only available for assets that are known at compile time, so I cannot use procedural mesh for terrain and everything else. So the question I have is this: can I procedurally create all of the data necessary for the level, then compile it and load, all at runtime? And if I can, then how? I'm ok with this process being slow, for now it would be great just to get it working.
I tried searching the internet, but didn't manage to find any info on this. I'm new to Unreal though, so might have missed something obvious

What gamekit/engine should I use for 2d simple game in ios?

I'm thinking in doing my first ios game, I am new in ios programming and I need your advice.
The game will be very simple and 2d, imagine something like a card games.
My doubt is if i should use UIKit, spritekit, cocos2d... What is the recommended for 2d simple games with few animations?
Thanks you :)
i would recommend cocos2d, since it is widely used by many developers and can also be used for serious game development, so when you feel that you've picked it up and gotten familiar with the api, it will be something that you can continue using after the first one is released.
http://www.cocos2d-iphone.org/games/
As you can see, many successful games and it has a nice collection of features build it, so that is always handy even tho' in your first title and development training program you would also like to get as close as possible to basics which is the best way of learning, it will also allow you this.
I would not even consider UIKit as THE platform to approach at all.
as for spritekit, that could go ether way, i wouldnt use it, but it is not useless if you know what i mean.
As per your requirement, i would really suggest you CORONA SDK. Specially for simple and 2D game development. It's very fast and easy to understand and you can create game faster then cocos2d and objective-c development. Also it's support cross platform.
http://coronalabs.com/
With Corona, you will develop mobile apps in record time.

I need help choosing a game engine for a very specific task

I need a 3D engine for a very specific task in Artificial Intelligence, and I'd like some input.
The first part is the trivial one - basically, all I need is a FPS engine (3rd person would be good, too), such that it allows me to navigate a room and interact with objects (if you have Java and Windows, I'm looking for something similar to the Give Challenge, but a little more up-to-date). Physics would be nice, but is not a must.
Now, the non-trivial part would be: I need to impose a virtual grid over this room, such that at any moment I can say "the player is located at B5 - now he moved to B6", and so on. I need to redirect this information to another system (namely, one which will give the player instructions about what to do) and, at the same time, send messages to the player, so I must be able to have a single point through which the game logic passes through; also, I'd love not having to write my own collision detection and such.
So far, I've tried:
the Source SDK: it seems a little overkill (since I'm not really planning to shoot anyone, at least half the code base is useless to the task), and since I'm not really a Windows developer, I'm spending too much time with the "easy" stuff (such as getting VS up and running). Plus, cross-platform would be really nice.
Blender game engine: while this worked decently, the interaction model seems a little weird, and some easy stuff (such as making sure the camera stays inside the scene or showing the mouse on screen) gets too weird too soon.
Crystalspace 3D: I've tried their demos, but it looks a little old-fashioned, and since that was one of the problems of previous engines (it's easier to get volunteers when your game looks nice) I'd like to try something else.
Now, maybe I'm asking a little too much for a single software, but I'd love some input. Can anyone suggest me an alternative? Or should I give one of the previous ones a second chance?
Try the UDK. All of the things you request are present, and it's free for personal/noncommercial projects. Here are some highlights:
Modern looking. The UDK features an intuitive-ish visual material design system, post-processing effects, Scaleform Gfx UIs from Autodesk, and more.
A visual scripting interface called Kismet that can control gameplay elements, the camera, and more.
UnrealScript, a scripting language similar in syntax to C, C++, Java, that gives you the ability to extend existing functionality or create your own.
Comprehensive documentation available on UDN.
Lots of community support outside of Epic, in places such as Polycount, Eat3d, 3dbuzz, and more.
Basically, "and more".
If what you're looking for is a professional, free (as in beer) engine that will allow you to focus primarily or solely on your differentiating gameplay features, Epic has set the bar high.

Converting Actionscript syntax to Objective C

I have a game I wrote in Actionscript 3 I'm looking to port to iOS. The game has about 9k LOC spread across 150 classes, most of the classes are for data models, state handling and level generation all of which should be easy to port.
However, the thought of rejiggering the syntax by hand across all these files is none too appealing. Are there tools that can help me speed up this process?
I'm not looking for a magical tool here, nor am I looking for a cross compiler, I just want some help converting my source files.
I don't know of a tool, but this is the way I'd try and attack your problem if there really is a lot of (simple) code to convert. I'm sure my suggestion is not that useful on parts of the code that are very flash-specific (all the DisplayObject stuff?) and also not that useful on lots of your logic. But it would be fun to build! :-)
Partial automatic conversion should be possible, especially if the objects are just 'data containers', watch out for bringing too much as3-idiom over to objective-c though, it might not always be a good fit.
Unless you want to create your own (semi) parser for as3 you'd need some sort of a parser, apparently FlexPMD has one (never used it), and there probably are others.
After getting your hands on a parser you have to find some way of suggesting to the system what parts could be converted automatically. You could try and add rules to the parser/generator script for the general case. For more specific cases I'd use custom metadata on the actual class/property/method, assuming a real as3 parser would correctly parse those.
Now part of your work will shift from hand-converting files to hand-annotating files, but that might be ok for you.
Have the parser parse your classes and define actions based on your metadata that will determine what kind of objective-c class to generate. If you get this working it could at least get you all your classes, their simple properties and method signatures (getting the body of the methods converted might be a bit too much to ask but you could include it as a comment so you'd have a nice reference while hand-translating).
PS: if you make this into a one way process be very sure you don't need to re-generate it later - it would be bad if you find out that you have been modifying the generated code and somehow need to re-generate all those classes -- that would mean you'll have to redo all your hard work!
I've started putting a tool together to take the edge off the menial aspects of this process.
I'm trying to figure out if there's enough interest to make it clean and stable enough to release for others to use. I may just do it anyway.
http://meanwhileatthelab.blogspot.com.au/2012/08/automating-process-of-converting-as3-to.html
It's so far saving me a lot of time while porting one of my fairly large games from AS3 to objc.
Check out the Sparrow Framework. It's purported to be designed with Actionscript developers in mind, recreating classes that sort of emulate display list and things like that. You'll have to dive into some "rejiggering" for sure no matter what you do if you don't want to use the CS5 packager.
http://www.sparrow-framework.org/
even if some solution exists, note that architectural logic is DIFFERENT, and many more other details.
Anyway even if posible, You will have a strange hybrid.
I am coming back from WWDC2012, and the message is (as always..) performance anf great user experience.
So You should rewrite using a different programming model.

How do I hook into a game and write a script to manipulate it?

I know this is a pretty open question but I was wondering how people go about writing scripts that will "play" a game, or manipulate it in some way. I had been thinking that I'd try to get a working AI to play a game for fun, but don't even really know where to start. Are there any good resources to learn this? What are good languages to use? Once I have the language, how do I get my script hooked into the game? I was thinking of just trying simple flash games, if that helps.
Thanks a bunch!
Are you looking to "play" an existing game, or write some sort of a game that can then be scripted?
If the former, you find that game's API and start writing code in the appropriate language. E.g. Unreal-powered games use UnrealScript and ship with the tools so you can embed new functionality. You're pretty much dependent on the game creators leaving an "in" such as this...
...unless you want to get totally nutty and hack the executable itself to execute your own code somehow. For information on how to do this, search for information on game "trainers". I'm not sure what a great set of search terms would be, but I know a lot of games do have trainers released, so type in "trainer <my_favorite_game>" and see what you get?
You can do this quite simply in Java 6.
expose your objects/functions in your Java app into the scripting environment
For example you can expose your character or the game world into the scripting environment and allow the script to control it.
invoke script functions/methods from Java environment
Allow the script to customize behaviours, add new actions, etc. Another use of this is to override the default build in game rules and load your own house rules. Another use is as a macro facility. Typically this would be part of the main game loop
use the script as a data/level file
For example, in a game likes SpaceHulk where it is mission based, you can use a script to define a game specific DSL, and us this DSL to define new missions. When the game starts up, it evaluates the data file and create a model of the game.
To integrate a scripting engine into Java, simply do this
ScriptEngineManager mgr = new ScriptEngineManager();
ScriptEngine jsEngine = mgr.getEngineByExtension("js");
jsEngine.eval("print('Hello world!');
To expose an object into the script environment
jsEngine.put("avatar", avatarObject);
//An avatar object is now available in myscript.js
jsEngine.eval(new FileReader("myscript.js");
To invoke a function in the script
jsEngine.eval("function hello(name) ... ");
Invocable inv = (Invocable)jsEngine;
inv.invokeFunction("hello", "Fred");
One of the problem with scripting is that, the script has access to your entire application. You can restrict what the script can 'see' by setting a classloader when you create the ScriptEngineManager instance.
Java 6 comes with a bundled JavaScript engine. However I prefer Groovy and loading Groovy basically mean changing 'js' in getEngineByExtension() to 'groovy'.
I know that a lot of people say that Java is not fast for games, but if you are writing turn based games or social games like Farmville then I think it is more than adequate.
For C/C++ based games, I think the preferred script engine is Lua. I've not used it so I cannot comment on it.
The best way to do that is to use the API provided by the game, if there is one. The Civilization games, for example, come with a very complete modding engine that allows you to script whatever you want. The same can be said for Age of Empires and a variety of other games.
Simple flash games, though? That'll be tough. Those don't generally provide any supported way to script, so you'll be left with simulating input. It'll be tough.
The easy way is to control mouse and keyboard functions with autoit. You can also read out information from your screen, but it is a bit limited It is good to just check if things changed or check whats on a certain area of the screen if you know there are a limited amount of possibilities. Not so easy to read and interpret text. Autoit is excelent to automate games like farmvile. I have also made blackjack bots for online casinos. And use it for small but mundane and repeating (manufacturing) tasks in RPGs. Dont expect to build an AI for an RTS or FPS though.
Autoit is easy to find with google. A fast and small download. Excelent documentation and you can learn it in days.
The hard way is what people wrote about above here i guess. Interacting with the game data. Searching information on that is what brought me here. I see its with C++ or Java. While the languages are all similar and you can use them all after learning 1, these come with complicated software environments that take lots of time to learn. The possibilities and chances to make something really reliable are much much greater though.