Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 26 Aug 2009
Offline Last Active Jul 18 2014 11:56 PM

#5068801 Beginner looking into game making

Posted by Jarwulf on 10 June 2013 - 11:40 PM

There are probably some kids' game making tools out there but they would be limited. If you want to make a whole, proper game you will need to learn c++ (may take a few months of dedicated practice), then learn OpenGL (a month or two of dedicated practice to draw basic shapes, learn picking, camera controls, etc, then a few months to learn shaders, lighting, textures etc), and if you didn't do linear algebra and physics at university you will need to learn physics and linear algebra which will take a variable amount of time depending on your prior training. Then you will be able to make a very, very basic game. A few years later you can look to make a proper 3D game. But working by yourself and not in a team making that 3D game could take years, even one that's ostensibly simple.



Not the world's greatest expert but this doesn't sound completely right. They didn't ask about learning to program an engine they asked about making a game.. Strictly speaking you don't need to learn any of what you just listed to make a game.



Hi, I have recently been looking into how to make games  on pc. I have found the whole thing to be rather... overwhelmingohmy.png I was wondering if anyone could put it in easier to understand terms. I would like to make a 3d game, maybe horror, or even a game similar to "Dear Esther" (Just exploring nice looking enviroments) for starts. I would like to know what engine to use, and any basic knowledge I would need to learn to start making this. I know almost nothing about game making as of right now, so make it simple xD.


Thanks in advance. biggrin.png


If you are just interested in making a game focus on making a game and don't get too wrapped up in making an engine. If you're using Dear Esther as your reference point I'd say a bigger problem would be creating assets. It would be straightforward to create a world with an engine like Ogre or Unity3D combined with some competent Scenebuilder and physics engine. In fact Ogre has a Demo which is basically the core of what you need (ie camera moving around a void with objects scattered about). Anyways


Basic programming: Needed


Graphics and sound engines: needed unless you want to build it from scratch.


C++: Not necessarily needed. It helps with more complicated games and elaborate tasks and is the standard for mainstream commercial titles but other simpler languages are used or often preferred by beginners. For Ogre though you will be working with C++.


OpenGL: Not needed unless you want to be a graphics programmer. Your engine will take care of most everything.


Fancy math: not needed, just have a good grasp of college level math and you should be fine for nonexotic tasks.


Graphics program: For a decent Dear Esther clone be prepared to either do a lot of searching on the internet or for you or someone working with you to crack open and learn your way around copy of photoshop and a 3d graphics editor. Good luck with that. 3d graphics programs like Maya are harder to learn than programming IMO.

#5010340 All from scratch

Posted by Jarwulf on 13 December 2012 - 03:18 PM

I wonder if film-making forums get posts from people that don't know anything about film-making but want to make a movie like Iron Man 2, and want to know where to start.

I guess we now understand why the bearded executives think programmers are being babies when they complain about work schedules and crunch time. The public must think developers have it on Easy Street if they believe some kid can browse a website for a few hours and type themselves up a WOW killer or photoshop clone.

#4937933 big text file

Posted by Jarwulf on 06 May 2012 - 08:05 PM

I have a file of text about 600mb that wordpad freezes when trying to handle and notepad and openoffice writer refuse to work with. My computer is only a few years old running win7 so I don't understand why this size is such a challenge but it appears to be so. Anyway I can open it smoothly? I just need to copy a few lines.

I tried some text file splitter programs but they run out of memory trying to load the file which makes me wonder what their purpose is.

#4935905 Errors in Unix to Windows conversion

Posted by Jarwulf on 29 April 2012 - 03:59 PM

I'm trying to port an algoreithm from a unix program to something that will compile in visual studio. I've had to find and include a unistd.h a getopt.c and a stdint.h I found online. I'm still getting some errors that might be because of differences between systems.

1st error
Error 4 error C2371: 'int8_t' : redefinition; different basic types c:\users\minion\documents\visual studio 2008\library\bam2bed\stdint.h 82 BAM2BED

#include <limits.h>

// For Visual Studio 6 in C++ mode and for many Visual Studio versions when
// compiling for ARM we should wrap <wchar.h> include with 'extern "C++" {}'
// or compiler give many errors like this:
//   error C2733: second C linkage of overloaded function 'wmemchr' not allowed
#ifdef __cplusplus
extern "C" {
#  include <wchar.h>
#ifdef __cplusplus

// Define _W64 macros to mark types changing their size, like intptr_t.
#ifndef _W64
#  if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && _MSC_VER >= 1300
#	 define _W64 __w64
#  else
#	 define _W64
#  endif

// 7.18.1 Integer types

// Exact-width integer types

// Visual Studio 6 and Embedded Visual C++ 4 doesn't
// realize that, e.g. char has the same size as __int8
// so we give up on __intX for them.
#if (_MSC_VER < 1300)
   typedef signed char	   int8_t;
   typedef signed short	  int16_t;
   typedef signed int		int32_t;
   typedef unsigned char	 uint8_t;
   typedef unsigned short	uint16_t;
   typedef unsigned int	  uint32_t;
   typedef signed __int8	 int8_t; //ERROR IS HERE
   typedef signed __int16	int16_t;
   typedef signed __int32	int32_t;
   typedef unsigned __int8   uint8_t;
   typedef unsigned __int16  uint16_t;
   typedef unsigned __int32  uint32_t;
typedef signed __int64	   int64_t;
typedef unsigned __int64	 uint64_t;

second error
Error 5 error C2039: 'isdigit' : is not a member of 'std' c:\users\minion\documents\visual studio 2008\library\bam2bed\bedfile.h 336 BAM2BED

// return the genome "bin" for a feature with this start and end
BIN getBin(CHRPOS start, CHRPOS end) {
	start >>= _binFirstShift;
	end   >>= _binFirstShift;

	for (register short i = 0; i < _binLevels; ++i) {
		if (start == end) return _binOffsetsExtended[i] + start;
		start >>= _binNextShift;
		end   >>= _binNextShift;
	cerr << "start " << start << ", end " << end << " out of range in findBin (max is 512M)" << endl;
	return 0;

// isInteger(s): Tests if string s is a valid integer
inline bool isInteger(const std::string& s) {
	int len = s.length();
	for (int i = 0; i < len; i++) {
		if (!std::isdigit(s[i])) return false; //ERROR IS HERE
	return true;

// return the amount of overlap between two features.  Negative if none and the
// number of negative bases is the distance between the two.
int overlaps(CHRPOS aS, CHRPOS aE, CHRPOS bS, CHRPOS bE) {
	return min(aE, bE) - max(aS, bS);

// is A after (to the right of) B?
bool after(const BED &a, const BED &b) {
	return (a.start >= b.end);

what might the fix be?

#4759200 What tools do you use to design a game?

Posted by Jarwulf on 15 January 2011 - 02:05 AM

Avoid Dev-C++. Microsoft's Visual Studio Express is good. So is Code::Blocks. The first link also mentions a couple others that I haven't tried.

Is there some sort of evil fairy which tricks all new game programmers into using Dev C++?