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Member Since 19 Feb 2012
Offline Last Active Jul 21 2016 12:28 AM

#5299744 What Language Is Best For Game Programming?

Posted by _Silence_ on 08 July 2016 - 02:24 AM

This is not a 'language' as you're looking for, but I would go for this:


C with clanlib


Many 2D games are done using this library under Linux, which is also portable.



#5299294 Posibility of getting to game industry?

Posted by _Silence_ on 06 July 2016 - 04:03 AM


I hope that I did not killed your will, this was not my intend. You can see my post here (http://www.gamedev.net/topic/638124-anyone-here-a-self-taught-graphics-programmer/page-5#entry5298615) so that you could see my road too...


Amazing. You started at an early age. Youve also been to different IT jobs thats very nice. I wish that happened to me. The engine you were doing is that a 3D engine? Did you release the source code for that?



This is not amazing, this might just look good for some people and less for others :)

The 3D engine is closed source and will remain closed-source as long as I can, he's a bit like my first baby ;)


Just like j_uk_dev said, you have also this opportunity. But it all depends on your aims. You for sure won't be able to develop a new GTA on your own. But you can do real and interesting, fully-finished games that could use specific and technical stuffs that can be useful for game company developers.


And there are also specific game schools now where you can get a descent degree, which also might help you.

#5299289 Posibility of getting to game industry?

Posted by _Silence_ on 06 July 2016 - 03:31 AM

My two cents are just continue like this and try to postulate.


But you'll have to know some things about the game development industry. As I just said, this is now an industry with often more than 100 people working on a single game. So the main danger is that you'll get disappointed once you entered a company because 1) you'll generally do a little part of the game, 2) you might do not what you wanted to do (doing the user interface is good, but you might preferred doing the hard job), 3) big companies might treat you just as a little piece of the puzzle, 4) in little companies you'll have to work hard, a lot and you won't get very well paid, 5) you won't get very well paid in big companies like EA or Ubi, 6) you might leave your country to another one, 7) they may not keep you once the game has been released.


I personally liked companies like ID Software, or Epic years ago just because they started as little, friendly, family-oriented companies. But now ID has been sold and Epic had changed a lot. These companies looked to be the last "real" game companies to my opinion.


This is all what made me never focused too much on the game industry.


On the other hand, you might be lucky and enter a very good company (see companies in the north of Europe and in the east of Europe) and have the job that you want to do.


My final words will be: try to focus on the part you like the most: rendering techniques, audio, physics, user interface, game logics, or artificial intelligence. You won't be able to have good knowledge for all nowadays just because each of them reach very high level: rendering now is mainly physically oriented, physics require a high university level for some specific tasks, game logics are more and more complex, just like AI.

So depending on what you like the most, continue on this way, learn, do it the best you can and maybe try to enter some indie or hobby projects to get more knowledge and experience with.


I hope that I did not killed your will, this was not my intend. You can see my post here (http://www.gamedev.net/topic/638124-anyone-here-a-self-taught-graphics-programmer/page-5#entry5298615) so that you could see my road too...

#5298615 Anyone here a self-taught graphics programmer?

Posted by _Silence_ on 30 June 2016 - 03:29 AM

I personally started many years ago on an Amstrad CPC when I was 12. Graphics there were very basic ;)

Then some years after, I moved to PC/Windows around 17 and quickly moved to Linux where I could easily do what I wanted without having to pay to have everything required (mainly a compiler) some graphics.

The first API I tried was glide (voodoo graphics) and moved quickly to OpenGL which was more affordable for me and more widely used.

I read many books (about C++, OpenGL, computer graphics, computer mathematics...), was to several forums (including opengl.org and gamedev.net), and learn by myself by trying code, doing some algorithmics, and so on.

Then I moved to make some studies, and finally got a master degree in CS.

I worked in several companies including research center, planetarium builder and in the optical industry. I was closed to join a game company in Paris but for personal reasons (got married) I moved to another way.

I remain focused on C++, OpenGL, portability, architecture, stable and robust code.


I personally develop an engine on my own since many years now, which is my main motivation to remain in the computer graphics area (people willing to know more about it can contact me;)).


Hope this helps.