Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 28 Oct 2011
Offline Last Active Oct 20 2014 12:28 PM

#5162022 Java or Python

Posted by GuardianX on 22 June 2014 - 02:57 AM

Java is very popular C/C++/C# alike (which means you will be able to grasp those languages fairly quick if you already know Java) object-oriented, performant language used almost in any sphere of the IT. I would strongly recommend you learn it, instead of Python, which is used for scripting tasks mainly and sometimes for backend development, but not by a mile as often as Java. Basic Java concepts are very easy to comprehend, too.

#5155394 I just created an account because I'm brainstorming a game...

Posted by GuardianX on 23 May 2014 - 05:52 AM

Hey, welcome abroad!

If you never made a game by yourself, start with something simple like tetris, star attack, life-game or something similar. However, don't hesitate to read about advanced topics aswell and try things out. I have no doubt that you will be able to produce the demo you are dreaming about, when you'll get all of the parts of the development flow together and understand them, through testing and writing small games or demos for proof of concept.

This will help you understand some important game parts and mechanisms: http://gameprogrammingpatterns.com/

#5142559 2d game engines/sdks

Posted by GuardianX on 27 March 2014 - 07:29 AM

This one looks really good too, but I didn't see any networking (UDP Sockets) support in a quick look through the API.  

Since Starling is just a library for Air/Flex SDK, it has access to everything those platforms from Adobe can offer. Including http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/DatagramSocket.html and much much more.

#5142403 2d game engines/sdks

Posted by GuardianX on 26 March 2014 - 03:32 PM

I'm gonna advertise the technology our company is using right now to make social games. It is called Starling. Utilizes high-level programming language - ActionScript 3. Free. Works on Mobile and Desktop with minimum efforts per platform (basically 99% of the code is the same for every platform). GPU-accelerated.

#5139673 Is Adobe Flash any good?

Posted by GuardianX on 17 March 2014 - 04:25 AM

Flash is not dying by itself yet. Google tries to degrade Flash's quality in order to push their HTML5 technology, but HTML5 for games is very unstable right now and will be in forseeable future. Check this issues for example https://code.google.com/p/chromium/issues/detail?id=309540 This illustrates that built-in PPAPI version of Google Chrome lacks in performance and Google cba to fix that issue with their plugin for more than 6 months already.


In the other hand, Adobe constantly increases the quality of their player. For example they added GPU acceleration not so long ago, so your game can run on top of actual GPU meaning you no longer care about CPU load - with this technology it is almost 0. Not only this option available for desktops, but for mobile devices as well thanks to constantly evolving Adobe Air technology, migrating to which is basically few clicks if you already have flash application for browser. The performance of Air GPU-accelerated games on mobile is comparable to that of native mobile games.

Apparently it is available for iOS as well according to official specs: http://www.adobe.com/ru/products/air/tech-specs.html



I can be wrong, but in my opinion, Adobe Flash is dying. Yes, you can get these results with Flash, but it would be much better if you used HTML5/Javascript. Today you can run your game directly on the browser (The browser being an interpreter) and store all the game content in a server. It is thousand times better than using a slow and big Flash file.


You can play with Javascript directly on your browser in Khan Academy. There you can learn a lot from the craft before you start developing it.

That's just my opinion.. I don't like Flash, but if you do and believe that it is good, than go on for it smile.png.


Can you add Multiplayer in Adobe Flash



Absolutely. Our studio is using RESTful service atm in our games, but we want to migrate to Thrift/native sockets in order to add real-time multiplayer component to our gameplay.

#5139032 What is a day like in the life of a programmer?

Posted by GuardianX on 14 March 2014 - 11:55 AM

I work at relatively small game making company. We are making the flash games for social networks right now. I work approx. 40 hours/week with flexible work hours. My day consists of:

1. First of all, the cup of the green tea xD

2. I have a small conversation with our leading programmer in highly friendly environment about things we need to do/things we want to add to our game in future.

3. I go to my seat right at the big window through which I can enjoy watching one of the biggest rivers of my country.

4. I think about things I have to do today, plan things etc. For example, I can have a task which I should accomplish within one week, so I focus on it.

5. Our company is small and new, so we don't have advanced development techniques and a lot of our work is not automated at all. So I usually test the new functional manually (not that I even know how to do decent TDD with AS3, where everything is a sprite and logic is highly coupled with views).

6. Occasionally I watch inspirational gamedev videos or read something I like. Usually it happens during my lunch break.

7. Since I'm very lazy to wake up, and I really like to do stuff at nights, my work starts at 12pm and ends about 20pm =)


I'm new in gamedev, but so far I like it so much.


Regarding your questions. Well we don't measure the productivity by the lines of code written per day, so that number is completely unrelated. Usually it is the best practice to write less, but do not hurt lucidity of the logic behind the code, obviously. In our company we are not restricted by the numbers of classes you should create to complete your task - you just do what you think you should do to accomplish your goals without breaking everything =)

#5126456 ResizeBuffers Bug

Posted by GuardianX on 26 January 2014 - 03:20 AM

Yep I remember this bug when I was playing wityh my DX engine. If I remember correctly, I ended up queiring new back buffer out of swap chain.

#5124464 Is using Java a good way to create a game?

Posted by GuardianX on 17 January 2014 - 01:21 PM

If you are not planning on reaching AAA quality of your game and don't want to get the max out of your gear, Java is perfectly fine.

#5121092 Has there ever been game engines or libraries in assembly?

Posted by GuardianX on 04 January 2014 - 03:52 AM

All those developers who wrote games with assembly for nintendo and co did that because hardware was very specific, which is why nintendo should have developed their own high-level language compilers, which they clearly cba to do. The development process in which high-level language utilized goes a lot faster than that based on assembly.

#5116020 Making basic games yourself with C++

Posted by GuardianX on 10 December 2013 - 04:06 PM

If you do not plan to use graphics, it is easy enough. You can focus on your game engine only, which will be relatively easy to code (things you enumerated are easy to do) if you know C++ and how to utilize OOP concepts. The only question here is how much of your time you can dedicate to think about architecture and do the actual coding.

#5114794 Wanting to move on from Actionscript 3...

Posted by GuardianX on 05 December 2013 - 11:34 PM

Don't know why are you moving from AS3, since it has Flex+Starling+Feathers which give you the simple mechanism for 2D games making (out studio is making the game by means of those tools right now). Anyway, if you want something similar, you can try JavaScript and make games in HTML5. JS and AS3 are almost identical. The only major difference is the code structure - JS doesn't default anything to class. If you want something more powerful for PC, I would recommend C++.

#5113525 Viable 3D text rendering solution for DirectX11

Posted by GuardianX on 01 December 2013 - 12:51 PM

Of course. You can render your text into texture and then apply this said texture to whatever 3D object you want.

Or you can render the letters into separate quads, then combine those quads into common parent and translate it right in 3D space.

#5108743 What graphics API should i use for a Heroes 3 style game?

Posted by GuardianX on 12 November 2013 - 12:13 PM

SDL is capable of handling it. I would advise you to use SDL 2.0 tho.

#5108315 Best Book for Learning DirectX 11

Posted by GuardianX on 10 November 2013 - 11:57 AM

Frank Luna book is incredible. It explains a lot of graphics techniques alongside decent DX11 API introduction. Practical Rendering and Computation is also very decent book, but I would say it is not for beginners, since it focuses on each pipeline stage a lot and explains it in depth. For example if you want to know the differences in buffers or something about GPGPU with DX11, it is very good choice.

#5105395 Windows 7 and Windows 8 for Game Programming

Posted by GuardianX on 29 October 2013 - 11:20 AM

Yes of course. You can make games with C++ for Win7 and Win8 just fine. The whole "the sky is falling" effect around PC market and Windows 8 being "bad for games" is just blatant lies.