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Karsten_

Member Since 19 Jul 2011
Offline Last Active Today, 03:25 PM

Posts I've Made

In Topic: Best gaming platform in the future with marketing perspective.

19 May 2016 - 07:25 AM

Well I have been very careful not to put across the idea of avoiding Microsoft's stuff because Microsoft is evil but I would also never suggest locking yourself in with *any* software vendor.
 

Soon, you'll be able to run an entire Ubuntu Linux environment right inside Windows 10


Well, you could do this with the Microsoft Interix subsystem too until Microsoft removed it. Any reason why they won't do the same with this subsystem once the Ubuntu hype has died down? I want my tools to last thus the reason why I often choose open-source software.
 

Believe it or not, "old Microsoft" is basically dead and buried


I think the worst thing is... Bring them back!!! I don't want 30 day developer licenses, I don't want store apps, I don't want forced windows updates, I don't want random data being sent to the internet, I don't want Visual Studio logins, I don't want locked down tablets, I don't want ... (oh god, I really could go on forever).

 

I like the new Windows terminal emulator though ;)


In Topic: Best gaming platform in the future with marketing perspective.

18 May 2016 - 03:28 AM

Avoid visual studio?
...
something like Code::Blocks, I'll miss a lot of features.


Yes, as Buster2000 said, it is just to keep you remaining agile. And at this point, I really would suggest avoiding it completely until you have tried the other tools. Mainly because already you have developed the opinion that Code::Blocks will make you miss out on features which is completely wrong and you haven't even tried it yet! ;). Codeblocks has an integrated debugger like Visual Studio (gdb which is likely what you will be using for all other platforms anyway). But don't just rely on code::blocks either, try out Netbeans, QtCreator, Eclipse etc... Basically any IDE that works across multiple platforms.
 

And can I port to Mac using visual studio?

Code::Blocks also works on Mac OS X so this is just one of the many tools you should give a try instead of Visual Studio. I won't lie, the fact that Code::Blocks does support more platforms does make it about 10% more fiddly to get started with (i.e, you need to tell it which compiler to use). However it is so worth it.
 

using something like CMake (Never tried it but heard about it)


Yes, CMake is very good, it basically generates project files for loads of different IDE's and build systems, including make, eclipse, visual studio, code::blocks etc.
 

BTW, what does standard platform mean?


It basically means a platform with no special development requirements. I.e You don't need to cross compile or activate developer licenses etc... Also the platforms that SDL was originally written for.
 

since its owned by Microsoft!

And yeah, Microsoft *is* evil, but thats not the point haha. So is Intel, Apple, Oracle and just about any large software corporation that rules over us plebs ;)

In Topic: Best gaming platform in the future with marketing perspective.

17 May 2016 - 05:30 AM

Develop for Linux because that's the only platform I want to buy games for. ;-)


Heh, I agree but preferably also provide source code so it is possible to support the many Linux distros, now and in the future with a newer libc and kernel.
 

But anyway, with cross platform development like Unity, why do you need to worry about the platform until you have made a few games and actually have a product to sell?


Unity provides a massive worry about cross platform support. If you want to support a platform that Unity doesnt support (older or newer Linux distros), there is very little you can do and will need to change engine.
Not to mention the Linux support provided by Unity is only really Ubuntu :/.

Also, after porting a Unity 2.x project to 4.x, I realized I would rather port to an entirely different engine!

SDL and C++ is such a better option here.
 

Every time I get comfortable with something, the market makes me move. I learned the bulk of what I know in XNA. Microsoft abandoned it. I learned DX11. Microsoft is pushing me to Linux; so now I need to learn OGL4.5.


After your experience, why the heck would you recommend the OP locking himself into Unity? ;)
Its not like Unity is going to be around for any great period of time (Game Engines are often short lived). I actually started working on an open-source Unity to soften the blow (in a similar fashion to MonoGame). But then realized that there were better engine designs to use haha.

In Topic: Best gaming platform in the future with marketing perspective.

17 May 2016 - 03:06 AM

The "hip and trendy" money making platforms change a bit too fast to really simply choose one and be done with it. Ideally you should write your games in such a way that they can be ported to a new platform in a short time span. This is not actually too hard but what it means in reality is not to lock yourself down to vendor specific languages or tools.

 

Remember that being locked into things like Unreal Engine and Unity will mean you will miss the boat when a new platform comes out because thay do take a long time to port their chunky engines across.

 

What I generally recommend is what you are using. C++ and SDL (and OpenGL if you need 3D). However learn to avoid Visual Studio because it will make you more flexible to port to other platforms. Some platforms that it does already support is:

 

Android: Using NDK and SDL, a game can often be ported in a couple of days

iOS: SDL has been ported. iOS apps can be written in C++ (and C which SDL is written in).

HTML5: Using Emscripten, your SDL code can be compiled into Javascript (asm.js) which can run in a browser (automatically using the HTML5 canvas do display.)

Windows: Standard platform

Linux: Standard Platform

*BSD: Standard platform

Mac OS X: Standard platform

 

Remember that 99% of software is still written in C. This really does make C the most portable language. Unfortunately it is a bit hostile to write games in so that is why I recommend C++ because it trades in a slight loss of portability with a very nice language (if you ignore the manky bits ;).

There are also hundreds of custom C and C++ compilers available (including C++/CLR that outputs to .NET IL like C#) making it very unlikely to lock you into a specific language or platform.

 

As for really locked down platforms (and I predict future platforms will be like this), Emscripten will likely be able to run your SDL / C++ game at about 70% speed. You can do this by using whatever crap they force you to write in to develop a very minimal http server (~20 lines of code) and open up the platforms web browser pointing to "localhost". Its a bit hacky but it gets your game out there :)


In Topic: Will Unity or Unreal Engine 4 suit better for me?

08 May 2016 - 09:17 AM

Remember that with Unreal Engine 4, they are allowing developers full access to their source code of *everything* (engine, editor, build system, test framework etc...).

 

At first, this may not mean too much to hobby developers just looking to use the engine for their own games but rest assured this will guarantee that Unreal Engine 4 will keep on being available forever. Whereas since Unity is closed source, it is very likely that it will fade out of popularity and existence like products before it (XNA 4.0, Adobe Flash, etc).

 

Developers who are willing to improve the Unreal Engine will port it to newer technologies (such as alternative operating systems like FreeBSD and less known distributions of Linux). This cannot happen with Unity. This is also the reason why UE4 could output to Flash and HTML5/WebGL almost an entire year before Unity could even though UE4 is a much more complex engine to port.

 

Also researchers trying new things out will gravitate to Unreal Engine 4 to try out new and innovative technologies (such as I am attempting to do for my own PhD). This means that Unreal Engine will just be more interesting to everyone in the long run. I actually see prosumer software like Unity as a product rather than as real development tools.

 

Not to mention, C++ is simply a more portable language than C#(any .NET language) so will remain available well beyond our lifetimes :). Like Microsoft VB6 (and Java to some extent), C# will become "uncool" one day and simply no longer be used for many things (especially in the game industry).

 

As for "getting into", UE4 has blueprint which is very friendly but a little bit inflexible or C++ which is very flexible and as long as you only use simple features (like you would in C# anyway), can be fine for beginners. Typically a mix of both Blueprint for the general flow and C++ for more involved logic are used and seems to work well.

I personally find that with Unity, you are thrust into a pretty much lifeless game world after dragging in a bunch of models and there is not much fun to be had until you get used to the design of the code and have followed at least a couple of video tutorials.


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