Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your help!

We need 1 more developer from Canada and 12 more from Australia to help us complete a research survey.

Support our site by taking a quick sponsored survey and win a chance at a $50 Amazon gift card. Click here to get started!


Member Since 11 Nov 2011
Offline Last Active May 30 2015 06:09 AM

Posts I've Made

In Topic: Java vs C# - Experts points of view

20 July 2012 - 05:50 PM

Other reason why I chose Java over C# is, that there doesn't seem to be that many free game engines except XNA, and the problem I see with XNA is, that the person trying XNA-games need to have XNA-executables installed on their computer

You should check out MonoGame (XNA API using OpenGL instead of DirectX) or SDLDotNet or SlimDX and of course Unity. SFML .Net wrapper just isn't there yet, but when it gets there, it will be an option as well. Of the three i mentioned, MonoGame, SDLDotNet, SFML (when its ready) and Unity are multi-platform.

Thank you for recommendations. I checked the engines quickly, and except for Unity, I felt like the importing animated 3d-model from blender to these engines would be a lot of work. If I understood correctly monogames 3D isn't completely ready, and I wasn't completely sure if skinning worked for it. SlimDX seemed a bit too low level api for me. I hope I can get something like couple of lines of code to load models and such, more of a complete game engine, kind of like Unity.

I did try Unity before, and I agree it is by far the most simplest game engine to get things to work with, that I have ever seen. The only problem I would have with Unity is that free version does have some limits, but most likely it would be features that I would never actually need to use, therefore it is probably usable.

The problem for me is, that I don't have that much knowledge about 3D-programming, and the reason why I chose Pac-Man to make 3D game is, that it wouldn't be too big jump from 2D to 3D for me. So what I am looking from the engine is:
- Easy way to import and draw animated 3d models from Blender.
- Easy way to detect collisions, this could probably even be 2D since the game is kind of 2D with 3D models.
- Reading inputs from keyboard
- Possibility to play sounds and music
- Shader programming, if I understand corect the best way to change colors of the ghosts when eaten by Pac-Man would be using shader programming.

For now what I have tried out, XNA, JmonkeyEngine and Unity are at least ones where loading and drawing animated 3d-models has been quite a simple thing. I might consider looking c++ engines aswell, since it seems there are a lot more of those. Panda3D for example looks something that probably works pretty well for my simple game.

In Topic: Java vs C# - Experts points of view

20 July 2012 - 01:26 PM

I as fellow not so pro programmer have thought about creating Pacman in 3D, and while doing it maybe create seiries into youtube for other people to create own pacmans. I don't know if the concept of this idea is actually good, but while doing it, I most likely run into beginner like problems and could give tips to other people.

Anyways to the main point, I am now at the point of just creating design documentation for the project, and I too am at the point where I should choose the programming language. I have actually more leaned into Java because I would prefer using GLSL and OpenGL. Other reason why I chose Java over C# is, that there doesn't seem to be that many free game engines except XNA, and the problem I see with XNA is, that the person trying XNA-games need to have XNA-executables installed on their computer. Also the fact that porting models from Blender to JMonkey seemed to work without any kinds of problems.

So my advice would be, before asking what language to use, first decide what you're going to do. After that make some kind of list what kind of things you would need, and after you've sorted those out, finding the language / framework / tools you are going to need / use will be lot easier.

In Topic: Managing Game States

04 April 2012 - 05:30 PM

Wouldn't some sort of stack of states work pretty well. You throw in the topmost of the stack the state you're showing currently, and once you're done with it, you pop it out. Then use some boolean value when creating state to determine, if the state manager goes further in the state stack. Like lets say you have following stack:

Options - state
Main game - state
The bottom - state

So looking this way, the control needs to go on the topmost object, but the logic update needs to go through whole stack. At least this would be the way how I would start implementing the controller, but probably other people have better ideas.

Maybe you could pass some values like, canDrawUnder and capturesController, or something like that to determine how far of the stack you must go.

In Topic: Java or C++?

20 March 2012 - 04:26 AM

Actually, Python is strongly typed.

Ah sorry, you are right. I meant dynamical typing, if that would be good thing to have for someone that is just learning programming or bad?

In Topic: Beginner programmer looking for advice/introduction

20 March 2012 - 04:14 AM

This post isn't exactly related to the questions asked, but for the OP, I highly recommend that you find yourself some sort of naming convention for the C++ and you should do it as fast as possible. The non-capital class-name makes the code a lot harder to read, and so on. It saves some possible errors in the future aswell, if you name the class variables with some naming convention. So you wont have the problem of having; this->height = height + 2, and later on you use the wrong variable on your calculations. Lot of people use underscore in front of variable names, when its inside a class.