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Member Since 15 Sep 2006
Offline Last Active Today, 02:49 PM

Posts I've Made

In Topic: With which book should I start?

Yesterday, 08:00 PM


I would buy an electronic copy as an ebook or borrow it from a library...

I agree. It has gotten to the point that I get all books in ebook form so I can read and code by switching back and forth when meddling with a project idea.



I've also found that owning a tablet makes ebooks feel much more bookish.  I never much liked reading from a monitor, but I dont find that with a tablet, especially with a high DPI screen.


Now I do love being able to copy/paste though.  I think it's fairly safe to say paper books are dead to me at this point, which is kinda sad.

In Topic: Where I start

Yesterday, 07:57 PM

what is the difference between C# and C++?






In Topic: [MonoGame] Rendering graphics for a 2D top-down engine

Yesterday, 07:55 PM

I did a tutorial series on gamedev with monogame and this is the bit you should pay attention to.


Behind the scenes, Monogame ultimately uses OpenGL on most platforms, so you want to do the things that make OpenGL happy.  For the most part it has very little to do with how you structure or layout your code and everything to do with how you perform your draws.


You've touched on the biggies when it comes to performance.  Switching textures is a slow process in GL, so you want to organize your calls around the same texture as much as possible.  This means organizing your game data so the sprites that are most commonly used together are in the same spritesheet.  The next major thing is to use a sprite batch.   What a sprite batch does is essentially turn dozens, hundred or even thousands of draw calls into one single big call by "batching" them all together.  



Basically organize your sprites nicely, implement a solid loading scheme and use sprite batch and you shouldn't really have to worry about performance all that much.  That said, if you make the GPU make hundreds of different texture loads per frame, your gammmmmmemeeeeeee wwwwwwiiiiiiillllllllll cccccrrrrrraaaaawwwwwwlllllll.

In Topic: What's the best way to learn app development

28 November 2015 - 10:33 AM

You will find math easier when you have a use for it, so don't worry about that too much.  Besides for most game development, the level of math really isn't all that high.  Now if you are creating physics engines or your own renderers, different story.


Programming language really doesn't matter, it really.  Pick something and jump in.  If it makes sense to you, just keep building on what you learned.  If you struggle with it, come one back and tell us why you struggled and we can suggest a better fit in language.


Personally for learning I think a language/environment that is direct in it's feedback is a good choice.  Things like Stencyl or Lua/LOVE, where you can type a few lines of code and see an immediate result, are perfect for learning.  JavaScript is another great choice, but that language has some nasty warts and the browser DOM sucks donkey ba.... it's bad.



Since you already have a bit of HTML5 down, perhaps JavaScript + Phaser (phaser.io) are a GREAT way to start.

In Topic: Math for game developers?

27 November 2015 - 07:49 AM

I did a collection of 2D game math tutorials that might be useful to you.  Kahn academy has a great set of videos as well.  For the most part the majority of game dev math is advanced Grade 12/ or 101 level, nothing too evil.