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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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BCullis

Member Since 16 Feb 2007
Offline Last Active Jun 02 2014 06:06 PM

Posts I've Made

In Topic: Is working in terminal/console really a waste of time?

01 June 2014 - 04:13 PM


If you want to learn more specifically about game programming rather than programming in general, modding a game is much more valuable.

 

This group right here is where most of the facepalm moments come from in the "For Beginners" section of this site, though.  I think this group, more than any other, needs the console programming time to get past the CS101 problems.


In Topic: How to check if 2 points see each other on 2D tile map?

27 March 2014 - 07:32 PM

One possibility: calculate which squares the line of sight travel through, then iterate through the list of results and return true if they can see eachother (i.e. if there are no non-walkable tiles in the list)


In Topic: Where To [Re]Start?

27 March 2014 - 01:55 PM

I want to piggyback on Serapth with an anecdote here:

 

In my signature you'll see a link to my personal game project, something that's been sitting dormant for the last year thanks to other projects and that whole "real life" thing I have to spend time maintaining.  I started with a specific game goal (so not just "I want to make a game engine for no specific game") and the side task of creating some editor tools to accompany that game.  

 

I began with XNA as a great starting point, and then when I heard that it was reaching end-of-life, I cranked up the difficulty and decided to learn DirectX fundamentals as implemented through SharpDX to replicate everything XNA had offered, but with complete control over how everything was implemented (I naively thought that this would mean I could write a lean, efficient framework that didn't spend any spare cycles on anything that wasn't necessary for my specific game project).  And I did, to a fair degree, learn all about the programmable graphics pipeline, become more familiar with content I/O, get practice designing useful interfaces for tools, etc.  But the project wasn't making much progress (hey, I have these great minimally-buggy tools that get me about ...1% closer to having an actual game) as I was learning and building every piece as I went.

 

Then I was picked up to work on Cryamore, where we quickly grabbed some Unity licenses.

 


Don't ever, ever, attempt to create a game engine until you've used a game engine.

 

This is SO AMAZINGLY TRUE that I'm sorry I took this long to get to reiterating it.  

 

After a few weeks learning how Unity went about their component-based approach to game object logic, their material-driven rendering system, the data-driven asset designs...I could see dozens of ways that my work on Hazard Pay was going to turn brittle and self-destructive as I continued to build on top of a framework I *thought* was stable and extensible.  And I could also tell how I was never going to get the game into anyone's hands if I kept on developing an entire game framework on my own from the ground up (at least, with the amount of time I have to devote to it).

 

Once Cryamore has been pushed out I might rehash my framework as a hobby project, having much more experience with a successfully built engine, but I'll likely just leverage UE4 to get the game made.

 

CherryWine:


My end goal is to make the 3D game about the islands and magic fountains

If this is doable in 1 time unit,


using an engine I wrote myself using only libraries such as OpenGL, SDL, etc.

This will turn that into 10 units, minimum.

I'm a huge fan of the learning process that I went through when I started implementing my own graphics and content framework, but it will inevitably slow your progress on the actual game to a disheartening crawl.  Learn the individual systems you want to know about with smaller projects, like learning SDL via a tetris-level game (or just learning it enough to have a rendering/input context that OpenGL can draw in) but if you have bigger (multi-A) title dreams, leverage anything you can to limit the number of wheels you need to reinvent.


In Topic: Can you make an entire game with UE4 blueprints?

27 March 2014 - 01:31 PM

It's easier to learn to use blueprints.  Especially if you're a visual learner.

The faster development question is entirely specific to the developer(s) and the goal product.  For you as a non-programmer, you would develop a game much faster than learning to do it in code.

Watch some of the youtube videos, there are over a dozen on Blueprints alone.  It is possible to script any game mechanic you can define in their system.  Chances are most of them are probably already implemented as a node or layout (like your 3rd person shooter character controller).  You can create event-driven scripts for levels, you can customize behaviors of actors, you can dynamically spawn/destroy other actors, and if you ever REALLY hit a wall with something and have scoured the documentation without hope, chances are you can find someone in the UE4 community that could (or already did) implement your vision via source code changes.


In Topic: Farseer Physics collision detection problem.

27 March 2014 - 01:19 PM

It sounds like (apologies if this is already apparent) your rendering and your physics simulation are out of sync.  Two questions:

 

What happens in world.step?

Are you using any debug output to confirm that the location of the box as you're seeing it lines up with where the simulation thinks it is?


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