The purpose of these tutorials is teach someone with at least a basic knowledge of C++ how to develop visual simulations using the delta3d game-based simulation engine. If you're looking for a more concrete, functional, code-based example of something, don't forget to check out the 30+ example applications in the distribution under
delta3d/examples. Also, there are over 20,000 lines of unit tests that show actual uses of the system under
Many of these tutorials have buildable projects (complete with source code) at the end. If you are stuck, try looking at the final implementation. As always, if any tutorial is out of date, incorrect, or simply giving you trouble, please post on the forums. In the spirit of open source, if there is a subject that should be covered and you wish to write a tutorial to address that omission, we would be happy to accept it, add it to our web site and give you credit for it.
* Note – If you have trouble with a .PDF file in your browser, try changing the Acrobat fast view options. From Acrobat, go to Edit | Preference | General, then go to Options and turn off “Allow Fast Web View” and “Allow Background Downloading”. This should fix most cases.
How to Get Started With delta3dThere are so many tutorials, demo applications, and test examples that it is sometimes overwhelming for people new to delta3d. This section is designed to help guide newcomers to some of the more important materials available to you. These topics are highlighted because they provide an overview of the core architecture of delta3d including concepts such as Actors, Actor Properties, the Game Manager, Game Components, Game Messages, and the Simulation Core. After you finish this section, you should be well prepared to start making your own delta3d applications, and can go on to the other tutorials and example apps.
- Game Manager Tutorial - Learn about the Game Manager, Game Actors, Components, and Game Messages
- Creating an Actor Tutorial - Learn about Actors, Actor Properties, and Proxies
- STAGE Tutorial - Learn how to use the delta3d level editor to create actors and place them in a map
- Simulation Core & Stealth Viewer Build Guide - Walks through the steps to download, configure, and build the Simulation Core and Stealth Viewer pieces of delta3d-extras. It also explains how to build dtPhysX.
- IITSEC 2008 Simulation Core Tutorial - Provides details of the features of the delta3d Simulation Core and walks through key elements of the Driver Demo. Presented at IITSEC 2008 in Orlando, FL on Dec 1.
- IITSEC 2009 Tutorial - Building Networked Games with delta3d Simulation Core - Introduction to delta3d and Simulation Core with a huge focus on issues of Networking. Also includes a demonstration of the NetDemo, a multi-player networked demonstration game that comes with SimCore. See the SimCore FAQ for more info.
- Fire Fighter App - under delta3d/demos/fireFighter - another example GM app with HUD, Input, and Actors, that also presents multiple maps, tasks actors, LMS integration, a main menu, and voice audio cues
- Tank Tutorial - Walks through the steps to create the app in delta3d/demos/TankTargetTutorial. This app is a good example with HUD Component, Input Component, custom actor types, messaging, and vertex & fragment shaders.
- Test AAR - under delta3d/examples/testAAR - another example GM app with HUD & Input that shows how to use record and playback
Building Dependencies from SourceNote: these are only necessary if you are not using a supported platform and cannot use our pre-built binaries. See the Dependencies page for more information.
delta3d Installation, Configuration, and Compiling
- How to Build delta3d. We don't have a full-on online tutorial for that yet, but all the info you'll ever need is in the readme.txt in your delta3d folder. Check it out!
- Old and out-of-date Fedora Core Tutorials
- Hello World: How to Create a Basic Application (moved to WIKI)
- Object Motion Model Part I (moved to WIKI)
- Object Motion Model Part II (moved to WIKI)
- Object Motion Model Part III ADVANCED (moved to WIKI)
- Environment Part I
- Environment Part II
- Environment Part III
- Basic Character Motion (Deprecated!)
- Basic StateManager
- dtTerrain Part 1 - Overview and Concepts
- dtTerrain Part 2 - Create Your Terrain
- dtTerrain Part 3 - Load Your Terrain
- Getting to Know STAGE
- Building a World
- Using a Map Generated by the delta3d Editor (moved to WIKI)
- Creating an Actor, Part 1 – Overview and Concepts
- Creating an Actor, Part 2 - Create Your Actor
- Creating an Actor, Part 3 - Loading Your Library
- STAGE Key Bindings
- Game Manager Tutorial Part 1 and 2
- Game Manager Tutorial Part 3 and 4
- GM Tank Tutorial - I/ITSEC 2006
- GM Tank Tutorial - (Addendum) HLA Components
- Particle Systems Manipulation Tutorial
Simulation Core & Stealth Viewer
- Simulation Core Project Introduction
- Simulation Core & Stealth Viewer Build Tutorial
- The SimCore FAQ - everything you wanted to know about sim core that someone else already asked.
- IITSEC 2008 Simulation Core Tutorial
- IITSEC 2009 Tutorial - Building Networked Games with Delta3D Simulation Core
- Driver Demo - under delta3D-extras/SimulationCore/trunk/demos/DriverDemo - A functional virtual simulator based on the Simulation Core. This app relies upon dtPhysX and although functional, is now obsoleted by the NetDemo - see the FAQ above for more info. Information about this old app is available in the Driver Demo Thread.
- Art Asset Creation/Export Fundamentals (OSG, FLT, Cal3D, and Rbody)
- Setting up the 3D Studio Max CAL3D, IVE and OSG Exporters
- Static Mesh Terrain Creation in 3D Studio Max: Part 1
- Static Mesh Terrain Creation in 3D Studio Max: Part 2
- The Art of Art Assets - Building a Simple Bridge : Part 1a
- The Art of Art Assets - Building a Simple Bridge : Part 1b
- The Art of Art Assets - Building a Simple Bridge : Part 2a
- The Art of Art Assets - Building a Simple Bridge : Part 2b
- The Art of Art Assets - Building a Simple Bridge : Part 3
- The Art of Art Assets - Building a Simple Bridge : Part 4