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#Actualdeathwearer

Posted 10 December 2012 - 10:43 PM

Hey, here's how I see it.

1. Choose a language.

You have a background with programming which is a good start. You can use any language you want. I personally recommand c++ since this is the language most used for games. It has many free compiler, libraries and lot's of help from people.

You could also use Java, C#, Python. Which one of these is the best? (None, you could search here, we have tons of topic on these. It's a matter of preference, target, portability, etc, etc).

2. Choose a compier

I personally like Visual C++ (Or Visual Studio). The Express version are free. You could also use other compiler but since I live in a very microsoft-ish world, I mainly use Visual Studio and couldn't recommand something else. Someone else could.

3. Decide the render system/Graphic engine.

You can choose to develop using DirectX or OpenGL from the ground. If you choose this path you will learn a lot on how the rendering is made, but you will find yourself loosing a lot of time playing with it instead of coding a game.

You could also choose to use a Graphic engine, which wraps DirectX or OpenGL (Or both) for you and expose you classes that will make your development faster and easier. Engine list . I personally like Ogre3D, which I think is not in that list, no idea why. It has many tutorial, help, manuals and a very active forum if you need help. Other people could recommend you another Engine too.

I'd go for a Graphic engine too. It's fun to code the core graphics stuff but if you want to finish a game, you better use one since other people have worked years on these engine which can probably do everything you want. And replicating these engines could take you years too.

4. Write up your steps.

What do you start with and focus on. It's important to stay focused and not throw yourself everywhere. Don't code a bit of input handling then do modeling and then texturing. You will find your project not going very fast and you will eventually quit.

Sugestion :

1. Create an empty project.
2. Load test models with or without/texture
3. Handle input
4. Handle camera movement if needed.
5. Make a more complex scene
6. Create good looking model with texture, add light to your scene too.
7. Etc...

#1deathwearer

Posted 10 December 2012 - 10:40 PM

Hey, here's how I see it.

1. Choose a language.

You have a background with programming which is a good start. You can use any language you want. I personally recommand c++ since this is the language most used for games. It has many free compier, libraries and lot's of help of people.

You could also use Java, C#, Python. Which one of these is the best? (None, you could search here, we have tons of topic on these. It's a matter of preference, target, portability, etc, etc).

2. Choose a compier

I personally like Visual C++ (Or Visual Studio). The Express version are free. You could also use other compiler but since I live in a very microsoft-ish world, I mainly use Visual Studio and couldn't recommand something else. Someone else could.

3. Decide the render system/Graphic engine.

You can choose to develop using DirectX or OpenGL from the ground. If you choose this path you will learn a lot on how the rendering is made, but you will find yourself loosing a lot of time playing with it instead of coding a game.

You could also choose to use a Graphic engine, which wraps DirectX or OpenGL (Or both) for you and expose you classes that will make your development faster and easier. Engine list . I personally like Ogre3D, which I think is not in that list, no idea why. It has many tutorial, help, manuals and a very active forum if you need help. Other people could recommend you another Engine too.

4. Write up your steps.

What do you start with and focus on. It's important to stay focused and not throw yourself everywhere. Don't code a bit of input handling then do modeling and then texturing. You will find your project not going very fast and you will eventually quit.

Sugestion :

1. Create an empty project.
2. Load test models with or without/texture
3. Handle input
4. Handle camera movement if needed.
5. Make a more complex scene
6. Create good looking model with texture, add light to your scene too.
7. Etc...

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