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ELawson

Member Since 31 Oct 2011
Offline Last Active Sep 09 2014 06:21 PM

Posts I've Made

In Topic: Basic Requirements

09 October 2012 - 09:17 PM

This project seems doomed to fail. It is over ambitious. Your passion is great but I don't think you know how deep this hole is. Unreal 3, Uscript, and kismet are a lot to chew on. The best advice I can give for something like this would be: Don't write a single line of code until you have very concise milestones limit the scope of this game or this is going to suffer from "feature creep" If you think a task will take 3 months under ideal conditions plan for 9 because it is never "All we have to do is" and there is always something else that you will need an artist for. Someone is going to get sick of working, egos, not pulling their weight, needs to get laid, drunk, gotta take mom to church, girlfriend to clinic, yourself to clinic, holiday, midterms, finals. Next thing you know 3 months turns into graduation and you have a hard drive full of cool code.

It took 4 programmers, 3 artist, 1 sound engineer, PM and 1.5 years to make "A VIRUS NAME TOM" and that was supposed to take 6 months. 2 of us had previous game experience. Not trying to dissuade you, just want you to see the forest beyond the trees. Good luck and post screenshots often

In Topic: Progamming for beginners

09 October 2012 - 07:17 AM

Ok, I hear this a lot. What exactly is "HARD" about C++ ?? It is unfair since I've been programming since '88, and the only language around was either C or assembly (or BASIC). But why disuade people from any language? C++ isn't any "harder" than any other object oriented language out there. If by "hard" you mean all the crashes you get from undisciplined pointer use, then I would say better to do it now while you're learning than at your first job.

So my actual question is: Why is C++ considered hard?

In Topic: How to start?

27 November 2011 - 12:28 PM

I am going to have to agree with Tom Sloper. Starting from the beginning is a very bad idea, especially starting out. Unless you think you and your friend can make an engine better than what is out there. (Which is possible, but doubtful) Grab an existing engine and start working.

Now, as far as the giving up on opengl you do understand that OpenGL is NOT an engine right? It's just a graphics API , the same is true for DirectX. By the way, you should avoid asking publicly which you should use, its just throwing troll feed on the ground. In my experience most of the tutorial books (including the SuperBible) that pertain to Graphic APIs just to get you familiar with gfx pipeline. If you try to make a sizable game with those tutorials your wont get much performance out of it. To your teachers credit, the best advice he gave was Start SMALL. Do not get stricken with "All we have to do syndrome". It's the killer of so many projects. Your average console game take about 1.5 years with about 20 people working on it (not just programmers). So you and your friend are going to be very very busy :)

Good Luck and wish you both the best

In Topic: Self-Teaching Game Programming

13 November 2011 - 11:44 PM

So what's the best way to self-teach yourself in game programming? It'll probably be dependent on the type of person, but I'm just wondering about how else I could go about it?


I would agree with you that it would depend on the person. With that said what type of learning agrees with you best? Are you one for lectures and theory? If so, then any (decent) book will work for you, and just code away. If you are the type of person who needs to get your hands dirty to understand what you are being taught. Then grab any (legal) source code out there and get elbow deep in it! Once you get a good handle on the code base, make some changes by adding a feature, make improvements or optimizations where you can. That's my nickels worth of free advice.



In Topic: Help!

10 November 2011 - 01:29 PM

Hi,

I am new to the developing community and I was writing a small app for my french class and I need some help. I just can't figure it out. I want you to be able to select the menu and I can't get the syntax right. Tips on developing also welcome!



#include <iostream.h>

using namespace std;

int a;

int main(){

int b;

cout << "Welcome to the interactive Cafe Les Cinq E'Toiles Menu. Please Select 1 for Bevrages, 2 for Entrees, and 3 for Dessert.";
cin >> a;

if (a = 1)

cout << "Bevrage Menu. Cafe de Lait: 2€50 Cafe de Creme: 3€                              ";
cin >> b;

else if (a = 2)

cout << "Entree Menu.                              ";
cin >> b;

else if (a = 3)

cout << "Dessert Menu.                              ";
cin>> b;

system("pause");



}


Poll removed, please see the forum FAQ. -- jpetrie


Ah the infamous if ( var = val) bug.. *** Programmer achievement *** (only 5 points) I've spent many hours hunting these down. And they get harder to find the longer you look for it. Because in your head there is nothing logically wrong saying "If var equals val then...." So you tend to miss it. Gratz on that it's a programmers right of passage.

Programming tip:
You may want to consider a switch case statement instead of if(a) / else /if(a) / else. To be clear I am not saying you are doing anything wrong the way you are coding it. It just may be a bit cleaner using switch();

Keep coding!

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