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Game Dev: Software
Software & Tools for 3D Game Developer
AVG Rating: 8.79
  Hits 2.053   Added 14 Jun 05   Updated 14 Jun 05
3D Rad  
License Commercial
Demo YES
OS Win 2000, Win 95, Win 98, Win ME, Win XP
Languages English

Description
3D Rad is a Basic-like language, specifically suited for 3D games creation. But, unlike most game-creation languages, it is not based on pure coding, and can be used as an easy-to-use point & click developing tool as well.

It is based on controlling, by independent Basic-scripts, the evolution of independent objects, that, at first, are placed to Virtual Space by using a powerful WYSIWYG visual world editor.

Objects can interact one another and the intuitive and powerful language controlling them makes developing any kind of behavior straightforward and funny.

The simple and genuine object-oriented structure makes 3D Rad easy to understand and master, even if you have never programmed before.

3D Rad can also be seen as a pure point & click developing tool, because its object-oriented structure allows anyone to create portable and re-usable resources. For example, you can make a complete player-controlled or computer-controlled dinosaur and save it to a file as an independent character. You will be able to load and re-use it or even let other authors use it for their games. They will just have to visually place the dinosaur in the scenery, and go!

Currently, 3D Rad includes a number of pre-made resources, ranging from low-level game controllers to complete 3D characters and weapons, specifically designed for action and racing games. They were made to be used by non-programmer users. They are fully configurable and customizable. Even a novice user can make a complete game by just visually placing such pre-made resources to Virtual Space, configure them and compile!


3D Rad Network is the top version. It includes ALL features present in other versions, PLUS network gaming support. Networking includes the ability to make 3D games that can be played by people connected by Internet, LAN, Modem or serial cable. Additionally, connected players can chat one another, in real-time, while the game is actually rendered (overlayed typing and reading).

3D Rad Standard includes all features of Network version, except network gaming support. Respect to Lite and Free versions, Standard and Network versions feature Windows interface, full control over animated models in .x file format (import texture mapped 3d models and interactively control their pre-defined animation or animate them with custom code!), improved framerate and A LOT more!

3D Rad Lite is identical to 3D Rad Free (below), except that it includes a tool to compile your games to stand-alone executables, that can be played on other computers without 3D Rad installed on them. It also allows you to compile your 3d projects to standard Windows Screen Savers (.scr).
Games and projects made with 3D Rad Free can be directly ported to, modified, played and compiled with this Lite version.
Disadvantages of this version are that it isn’t as powerful as Standard and Network versions, and that you will have to pay full price, if you decide to switch to Standard or Network version in the future.
Advantages are that it still is powerful enough to make very good games, and that it is VERY CHEAP!

3D Rad Free can be downloaded and used for free. It is fully working and can be used for unlimited time, without paying anything. Games made with it can be played on other computers, if 3D Rad Free is installed on them. Games made with this free version can be distributed for non-commercial purposes only.
3D Rad Free will also give you a good idea on what commercial versions of 3D Rad are. Lite version is almost identical to it. Standard and Network versions, although light years ahead and way more powerful, are based upon the same object-oriented structure and programming philosophy.
Furthermore it also includes a quick but interesting demo of latest features added to version 5 of 3D Rad Standard and Network. Install 3D Rad Free and then run the c:\3drad\v5demo\start.exe file...



Features:

Object oriented, user-friendly interface
Windows desktop interface for main textual editors (main List Editor, Numeric Editor, engine settings dialogs, etc) and powerful WYSIWYG virtual editor for level editing (point&click, drag, rotate, zoom, world navigation, orthogonal views...)
Switching to full-screen mode (if necessary), can be achieved without changing display mode, for quick and flickering-free transition. Basically, it is like opening a new window over Windows desktop.

Anti-dead-lock system
Your test projects can always be stopped, even if dead-locked by infinite goto loops, loading of corrupted resources, invalid memory access, division by zero, etc.

Stand-alone executable compiler
Resources (3d models, textures, images, sounds) are ’grouped’ to a unique folder, ready for distribution.
Compiled resources can be protected, so 3d models, textures, images, code, etc can’t be easily grabbed.
Compiled executables are independent (stand-alone) applications that can be run on any computer

Screen Saver support
Your 3d project can be compiled to standard Windows Screen Saver format (.scr).

Fast rendering
Core engine is based upon Microsoft DirectXTM, which directly links your code to the graphics hardware device (video card).
Resulting games are at least as fast as top quality DirectXTM-based commercial games.

Windows 9.x, Windows 2000, Windows ME and Windows XP compatibility
Both the editor and your distributed compiled works will work on any Windows based platform.

Support for all graphic cards on the market
Both the editor and your distributed compiled works will work with any 3d video card.

Fully configurable engine settings
Your compiled works can have some settings locked and other user configurable.

High quality display
Up to 1024x768, up to 32-bit colors, up to 250 fps (frame rate).

Advanced texture mapping and surface rendering
24-bit .bmp textures. Mipmapping, environment mapping (reflective surfaces!), alpha bitmaps (pixel level controlled transparency!), frame-by-frame and UV-texture animation, dynamic control over surface material (diffuse, ambient, emissive, specular, power).

Multiple cameras
Free-size 3D rendering windows and support for 1st person views, 3rd person views, custom views, multi split-screen, multiple viewpoints (both switchable and simultaneous views)

Dynamic, colored, ambient, directional, point and spot light sources
Including specular highlights and camera-relative specular highlights.

Volumetric shadows and lights
Static and dynamic surface material alteration, where it intersects specified volumes. A unique technology allowing you to perform classic shadow casting, self-casting and even mixed light & shadow casting. For example, the door casts its light into the room, the cube casts its shadow over the casted light. No other engine can perform this effect!

Fog effect
Color, distance, thickness, can be changed real-time.

Sphere, box and polygon based collision detection
Including collision point and collision plane estimation for advanced collision response behaviors.

Automatic conversion of scenery geometry to collision capable structures
For easy implementation of non-flat ground, solid buildings (including complex, multi-floor structures), racing tracks, working bridges, ...

Built-in Newtonian dynamic system
Easy simulation of inertia, momentum, acceleration, friction, gravity, rotational attraction, repulsion, ...

Euler (xyz, any order) and quaternion-based orientations/rotations
3d free rotation axis + angle, including rotation sequence combination.

Simulation and racing game support
Dedicated functions allow you to perform flight simulation, land vehicle simulation and implementation of racing game logic with just a few lines of code, or even just using pre-made resources!

Run time cloning/loading of 3d objects (.x file format)
Dynamic creation/destruction of modular structures, particle systems, creature multiplication,...

Synchronized playing of any kind of media
.avi, .mpeg, .mp3, .mid, .wav, etc, both in background and subroutine mode.

Launch of any external application and data sharing
Both in multi tasking and subroutine mode for additional computation, special game sessions, etc.
Compiled projects can be launched/coordinated by your own applications written in C++, Visual Basic, etc, and share data for unlimited flexibility

Built-in multiple save/resume option for compiled games

Run time creation of unlimited sized databases
Including loading/saving/manipulation of text and binary files.

Mouse, keyboard, multi function joystick support
Simultaneous keypress detection, 3D mouse picking (including exact 3d location of picking), 2D mouse picking, direct access to i/o hardware ports for custom devices input.

3D sound effects
Including multiple sound mixing, 3d conversion of mono sounds and Doppler effect.


3D ANIMATION

Direct support for .x file format
3D texture mapped and animated models can be directly imported and used if they are in .x file format (Microsoft DirectXTM standard).
Exporting to .x from your favorite 3d modeling application (Maya, 3D Studio Max, Lightwave, Truespace, Milkshape, etc, including freeware modeling tools) is always possible even by just using freeware plug-ins or 3d converters.
3D Rad includes a specific step-by-step tutorial showing how to convert from any 3d file format (.md2, .3ds, .cob, ...) to .x

Frame-by-frame animation
A sequence of 3d models in .x file format, quickly rendered at the same location, one after the other. The easiest way to perform classic animations of any complexity.

Hierarchy animation
You can directly import 3d hierarchy animated models in .x file format. Pre-made animation can be fully controlled (play, stop, play-range, play-backwards, playing speed, etc). Or you can combine independent parts to hierarchy structures, and control each single part.

Soft-skin animation
A seamless, smooth animation is performed, from a sequence of key-frame models in .x file format, by 3d real-time interpolation.

Full support of earlier version 3d models (.v3d)
Animated models made for previous versions of 3D Rad can still be directly imported and used. 3D Model Editor, to make animated, texture mapped, .v3d models is still included in current versions.

Mesh vertices manipulation
Scenery morphing, progressive object destruction, ...


2D GRAPHICS

Sprites
Direct conversion of 2d images (.pcx file format, any size) to sprites, with black color rendered as transparent.
Kinematic animation, frame-by-frame animation, mouse picking detection, translucency, overlaying, rendering of animated panels, menus, buttons, icons, controls, graphic texts, anything!
Sprites can be BIGGER than the screen, for wide 2d scrolling effects, movie-like titles, ...

True-type fonts
Overlayed text, tables, counters, player lists, game stats, scrolling titles, ...

Standard Windows dialogs
Message boxes, text input panels, data list, file browsers,...


PROGRAMMING LANGUAGE

Fast, easy-to-learn, Basic-like language
The best learning curve ever!
Basic-like statements and data types, plus built-in library of powerful functions specifically designed for 3d game developing.
You can use the built-in code editor or any text editor you like.
There are powerful third-party editors available, specifically designed for 3D Rad coding, see links page. Basic code is directly compiled to machine code, for maximum performance. Resulting code is, at least, as fast as C++ compiled code.
Code under construction can be immediately tested and debugged (extra-fast compilation & run).

Conditional structures, loops and labels
Basic-like statements, for maximum simplicity

Subroutines
Runtime execution of external scripts

Global and local variables

Local and global sequential and bidimensional arrays
They can be dynamically allocated and destroyed, can be of any size, can be dynamically saved to and loaded from hard disk and can be used to store strings (string arrays).

Robust string support
They can be dynamically allocated and destroyed, and can be of any length.


NETWORKING

Automatic synchronization of object properties
You can set what properties (location, orientation, animation sequence, visibility status, ...) of certain objects have to be shared among all connected computers. No other game developing tools allow you to implement network games more easily!

Automatic sharing of data
Just instruct the engine to ensure that certain game stats, scores, flags, or any other data is identical on all machines, at any time.

Real-time chatting
Based on string broadcasting and action-time text input technology. Connected players can chat one another, in real-time, while the game is actually rendered (overlayed typing and reading). You can also make so that some messages are shared by certain player groups only.


PRE-MADE RESOURCES

Pre-made special effects
Like flames, fire, smoke, trails, atmospheric effects, dynamic fog, water surfaces, underwater sight.

Pre-made special behaviors
Like land vehicle simulation, aircraft simulation (helicopters, airplanes, submarines), floating, bobbing, etc.

Pre-made modular scripts
Advanced behavior implementation. For example, execution of specific animations according to user input, walking, running, jumping, climbing, swimming, etc.


DOCUMENTATION

Step-by-step tutorials
Including images for best readability

Examples
Rich collection of fully commented code examples, covering almost all available techniques.
Working projects and working resources (source code).

Reference
Complete language instruction reference.
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