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Member Since 17 Feb 2011
Offline Last Active Dec 07 2011 06:13 PM

Posts I've Made

In Topic: Thinking about making video games, where do I start?

01 December 2011 - 10:36 PM

Do new pilots start on an Airbus A300?

No, they start on Cessnas. In programming though, people always want to skip the learning stage.

Yes on a Cessna well done. An aircraft with no bad habit's, a highly 'managed' airframe, flown in highly managed environments (training). That's the closest they get to hands-on.

From there it's all just monitoring an autopilot. By the time they are on an Airbus A300, they have forgotten how to fly. Sad but true.

Anyways seemed like a good analogy at the time.

Thanks for the replies, but all these different analogies about C++ are confusing.

In Topic: Thinking about making video games, where do I start?

01 December 2011 - 01:09 AM

1) By definition, games programmers need to know programming languages. For beginners, C# is almost universally recommended over C++, because it's a lot easier to use correctly (C++ is a dangerous language, for veterans and beginners alike).

What do you mean by 'C++ is a dangerous language'? A lot of people seem to use it.

In Topic: Thinking about making video games, where do I start?

01 December 2011 - 01:04 AM

Some time in my life I would like to make video games, because I enjoy playing them and am good at drawing and writing.

May I suggest becoming an artist/designer instead? You need to realize that programming is ALL math, while subjects like English (I assume this is what you mean by 'writing') and drawing are less used, but still useful in basic engineering and team projects. So you need to take one of these options:

A) Go with your strengths and attempt art and design. You will most likely not be payed as much (disputed) if you try to get into the industry, but if you're visual then this is for you. Start making 3D models with Blender or create pixel art with MS Paint (it may sound primitive, but it's the best option for pixel art IMO).

B) Tough it out, work on your math skills and research math in your free time, and choose programming. This is the path I chose (I fit the exact criteria you described) and I am enjoying the challenges associated with it thus far. This path is extremely hard and stressing (you'll run into a lot of dead-ends, bugs, etc) but pays off eventually. This path also is 99% math, so prepare to take high level math courses in college if you wish to get a degree.

I'm pretty good at math and it is one of the most fun subjects, but I usually practice art instead studying math work. Because of that, my (highschool) grades have suffered, but hopefully summer community college classes will help.

Have you ever heard a graphics gale? If not it's a pixel art/animation program. Here's what it looks like : Posted Image

Based on the image, is it a better software for creating sprites?

Is 3D programming easier or more difficult?

In Topic: Your thoughts on a new book that is being released about making OpenGL games?

20 May 2011 - 01:12 PM

The chapter break downs make it look interesting. The estimate number of pages listed for each chapter makes me a little skeptical if they are accurate. It looks like they are trying to cram a lot of material into a very small number of pages, in my opinion.

It is a book that relies heavily on video tutorials that will be available on the website once the book comes out,

In Topic: Model file type most suited for skeleton animations?

06 April 2011 - 10:03 AM

Better yet, invent your own format.

^^ that ^^

And write a small external tool to convert data from .x / .fbx / dot xsi / crosswalk / collada to your own format.

I was planning on making models in Maya and loading them into OpenGL. How do I create a 3D model format that supports skeletal animation and make and Maya exporter for the format? Are there any tutorials/books on that?