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IcedCrow

Member Since 30 Jan 2008
Offline Last Active Sep 18 2013 07:48 AM

#5087182 Since XNA isn't being improved, what do I use?

Posted by IcedCrow on 18 August 2013 - 09:20 PM

It is important to note:  XNA is not a language.  It is a framework.  And it is not going away... it is just not being enhanced.  It is still perfectly viable to use XNA to develop your games in.

 

However if you do not understand C# (the language that you use to make XNA go) then you wouldn't understand XNA anyway. 

You don't mention any goals or anything really.  

I moved from XNA to Unity because Unity gives me an engine that I don't have to monkey with as I am not interested in programming engines, and I can also use C# to develop with, which is my primary language.




#5084172 Advice wanted for budding game developer

Posted by IcedCrow on 08 August 2013 - 10:57 AM

My advice is to pick a language and get comfortable with it.  At that point, scripting in Unity will be much easier (assuming you are picking up either C# or javascript... both are similar and both have great real world applications that can be used with it)

 

Don't try to sprint before you even know how to stand up.




#5083137 Space Exploration - going about populating a system

Posted by IcedCrow on 04 August 2013 - 09:27 PM

Link is up now.  I'm looking at some.  I appreciate that they show what they are supposed to be doing, but again its a matter of being able to read and understand why they are doing the things that they are doing that always get me.

 

I think I just need people to write shaders for me lol and then I can apply them and work with them.  




#5081329 Good far plane distance for space game

Posted by IcedCrow on 28 July 2013 - 08:07 PM

What is a good far plane distance for a camera in a space game in your experience?  

If the unit of measurement is a coordinate = a meter... then things like planets can be hundreds of thousands of units away but still visible... but things like small stations etc would not be.




#5080731 Discovering What Games I Want to Make

Posted by IcedCrow on 26 July 2013 - 07:25 AM

I personally develop games that I enjoy playing.  If there's something I ever go "i wish someone would make this" then I go "hmmmm" and then I start writing code and before I know it I have a project on my hands (which is how my current one started)

Everyone's different, I realize, but developing a game that I personally have no interest in is also not very fun for me (speaking from experience).




#5080112 Why companies still use C++ and what should I learn then

Posted by IcedCrow on 24 July 2013 - 07:01 AM

Also depends on where you are and what your goals are.

 

I am a professional developer.  I used C++ a few times in the 90s.  In my city, there is not a big demand for C++ developers.  They are very rare.  On the opposite end of the spectrum, there is a ton of demand for PHP and C#.  

 

From a professional standpoint, the answer for me was obvious... (back in the 90s I was a visual basic programmer).  

 

From a game development standpoint... C++ seems to still be the king and for good reasons.  It is a very overly complex language that lets you have minute detail on your code, which is required for AAA titles.

 

If your goal is to try to work for a big company that produces AAA titles then eventually you are going to have to learn C++.

 

However realistically speaking, those companies don't just snatch up new C++ developers and start them off.  YOu have to start small.  Learning C# is a great way to do that.  You learn about Object Oriented programming, the C structure is still the C structure, and you will probably enjoy it more.  C++ is a very frustrating language to try to make your first language.  

 

Patience is the key.  

As far as game dev goes, you have to start small and build up.  Start with games like Pong, Galaga, tetris, etc... 2D games that can be written easily in Java or C# as well as C++.  C# can actually handle quite a bit, I've seen some extraordinary systems built in C#.

 

Good luck




#5079434 Wanting to build a 2d RPG but kind of lost

Posted by IcedCrow on 21 July 2013 - 06:21 PM

Learn basics.  Start small.  Make games like pong, galaga, asteroids, tetris.  Once you can do those... you'll be ready to move on to bigger things.

Patience.




#5078490 Unity vs XNA

Posted by IcedCrow on 17 July 2013 - 11:44 AM

No pirating here.  




#5078484 Unity vs XNA

Posted by IcedCrow on 17 July 2013 - 11:14 AM

Here's another question - is it possible to make something without having the PRO version of the software?  If I'm using just straight up Unity, how much am I missing out on without ponying up $1500?  




#5078480 Unity vs XNA

Posted by IcedCrow on 17 July 2013 - 11:05 AM

My current decision to use XNA is that as a C# developer by trade I am very proficient with the language and I didn't want to get into the low level details of D3D or OpenGL programming.  I'm also not interested in C++.  I've done some 2D with XNA in the past and it was fairly easy to wrap my head around so its the more comfortable choice for me.

 

Unity looks like a great tool but the $1,500 price tag is a bit steep for a hobby considering I am, like many game devs, a one man shop and will likely not ever see a dime for my endeavors.

 

I don't know of a lateral move from XNA at this point though considered Unity as I saw a lot of cool things it could do.  However the price tag will probably keep me away from it for right now and I'll stick with XNA which is free and will enable me to do some 3D programming by having to create the guts myself which is probably going to be more beneficial to me as a developer anyway and maybe in the future I can look at a tool like Unity.

 

Also I'm working primarily in DX9 and shader 2.0 so haven't needed to move beyond XNA (my primary dev box is currently running XP).

 

I appreciate the input though that Unity is a bit more than just a design tool and will consider that in the future.




#5078444 Unity vs XNA

Posted by IcedCrow on 17 July 2013 - 08:34 AM

Thank you sir.  I've been reading up on it a bit and it seems that the opinion anyway is Unity is more for designers whereas XNA is more for programmers (and I being a programmer will probably stick with XNA)




#4820539 So you want to be a real programmer?

Posted by IcedCrow on 07 June 2011 - 09:10 AM

I love nerd-chest-beating over whose is the superior intellect and technique.

All of this talk about which language is the superior one is a laugh. It really is. Every language is useful and good for certain things. They are tools and together comprise a toolbelt. You could use a hammer to smash the screw into the hole and that would be fine but a screwdriver is best suited for it.

C++ is a great and powerful language. You can do a lot with it. But if you don't need it's power, it is also very complicated and very difficult to use and prone to the programmer making mistakes. Even the most awesome and nerdiest/superior programmer makes mistakes.

C# is my favorite language because of how its structured, and the power you can get with it. For the type of games that I develop (turn based) it is an excellent tool.

Visual Basic is a great language for when you need to pull data and display it quickly. It is also a great language for beginners to learn as it is easier to read and understand, though I would reccomend new programers learn C# as their first language now-a-days. (I was a VB developer in the 90s before doing some Java and then C# in 2001)

None of the languages "suck".

A real programmer is someone who takes code and turns it into software. Period.

There are, like any skills, those that see things better and code better. Some of that comes with time. College degrees are largely worthless to me. As was pointed out above, I know a lot of guys with degrees in programming that quite plainly are not good at it. I know some guys with no degrees that are brilliant. It's all in how you see things and build them.

Your skillset is improved with use. Challenge yourself to learn new syntax . Don't make things complicated for complication's sake (I know a lot of people who think that if they can make their code as complicated as possible, that makes them a great programmer. Wrong. It makes you a person who likes to write complicated code that is then difficult to maintain and build on, which actually in my book makes you a poor programmer.

The chest-beating over which language is the best has been going on forever though so I don't expect to see it ever stop. I still remember the wars in the late 90s over C++ vs VB and whose was the superior intellect, and people lamenting all of those "code monkey VB programmers taking our jobs with a child's toy".

Learn to use the tools at your disposal. Make software. Design games. Have fun. Chest-beating is for cretins.

=)


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