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My problem is next: For my school project for the last year of study i have decided to make a game. My game is played in labyrinth, game for four players. I decided i am going to make it using sdl and opengl -> if you know any good tutorial, let me know

My question is how to create this playing surface/moving area. Is it a good idea to make it in blender and then import it in the game?

Next question is my dice. I already made it in blender and now i am wondering how to make it rotate. I saw on youtube some animations in blender, but is it possible to render animation every time differently in my game?

And last is path finder. Advice me about that.

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Welcome to gamedev.stackexchange. Please read the FAQ: gamedev.stackexchange.com/faq - no "how to begin" questions, and one question per.. question, please. Also tell us what you've tried so far. – Jari Komppa Jan 10 at 9:36
Thank you for that link. I will read it at onece. Before i asked this questions i tried making some basic shapes in opengl, i also know much of sdl, but i am stil trying to get througt opengl. As i mentioned before i did dice in blender and last year i did 2d game in sdl – HokY888 Jan 10 at 10:52

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1 Answer

To make your "playing area"(the level) in blender is an absolut valid solution.

And for your dice, you dont need animation and probably shouldn't export animation for each roll. that is both time consuming and wastefull. When it comes down to objects, you can rotate your dice manualy from the code via a Matrix. With this you could input diffrent rotations scheems or even some basic physics. Take a look at this articel explaining how to rotate a cube, which is alost identical to a dice.

[url]http://www.gamedev.net/page/resources/_/technical/opengl/spinning-cube-r1681[/url]

And for the Pathfinding, there is plenty of ways to do this. If you are searching for a more basic one but with good results, you could try the A* pathfinding. There is ton of implementations on that particular algorithm.

http://www.policyalmanac.org/games/aStarTutorial.htm

Another way is to go via something called a navmesh. This is a similar thing to A* but you define your nodes via polygons instead. Try googleing something on navmesh and you wll probably find some source of use.

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