want to make a 3d rpg in delphi and dont where to star. anyone know?

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Several good points already from , and about scope, tooling, and planning. Below are concise, practical options tailored to someone who said they want a 3D RPG in Delphi, plus immediate next steps that are useful regardless of your final choice.

  • Use a modern engine to get moving fast. Engines like Godot (https://godotengine.org) or Unity (https://unity.com) provide editors, asset pipelines, physics, and community tutorials so you can prototype a playable scene in days rather than months. Good for learning RPG systems without rebuilding rendering or input systems.

  • If staying with Delphi for familiarity, treat it as a tools/platform choice rather than a graphics stack. Delphi can still be used for editors or UI while delegating rendering to established libraries (OpenGL via wrappers or Delphi-focused 3D libs such as GLScene: https://sourceforge.net/projects/glscene/). Expect extra work integrating modern asset pipelines and shaders.

  • Prototype one vertical slice. Pick the smallest meaningful feature set (one scene, character movement, camera, a simple inventory and one quest). Build and polish that slice end-to-end before expanding. This reduces risk and reveals the real technical gaps you need to learn.

Further reading: core architecture patterns at Game Programming Patterns (https://gameprogrammingpatterns.com/) and the Delphi product page if you want current tooling status (https://www.embarcadero.com/products/delphi). Caution: 3D RPGs combine art, design, AI and networking; pick a path that keeps your first milestones small and verifiable.

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You start by not using a dead language like Delphi. Then spend about 5 years or so learning how to write games with a real language such as C or C++.

Delphi is a nice language, but if you need to ask how to start making an rpg in it specifically the only reasonable answer is to forget about it all.
The question itself indicates that you're not ready for a project of such scope using whatever environment you choose to implement it (an environment btw that should be irrelevant at this stage in your application development cycle).

First start with basic requirements gathering.
Next flesh out those requirements into a detailed requirements document.
Based on that write the basic and detailed storylines.
On that basis you can start creating technical requirements for your game engine, graphical subsystem, AI, 3D/2D artwork, user interface, etc. etc. etc.
Only after that can you start writing any code at all, figure 6 months to a year depending on your experience, depth of your process, people involved, etc. etc.

1) do not write an engine. use an existing one
2) dont go straight to the deep end. a good 2d rpg is hard enough
3) dont use delphi, use C++
4) if you must go 3d, learn OpenGL or something like that. Dont even attempt 3d unless you have a very thorough knowlege of c++ first.

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