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MrDaaark

Member Since 01 Aug 2001
Offline Last Active May 16 2013 07:14 AM

#4740545 Best Game Engine for Beginners

Posted by MrDaaark on 01 December 2010 - 05:58 PM

Unity, hands down. Amazing piece of software. Not only is it beginner friendly, but it's a great professional engine as well..

Pharoah, your entire post is uninformed bullshit. not a single point you posted resembles the reality of XNA or C#. I wish these types of posts were deleted, instead of left there for the new guys to 'learn' from.


#4681006 Future of C# and XNA

Posted by MrDaaark on 22 July 2010 - 04:22 PM

Quote:
Original post by Long_Play
Maybe I'll switch to something else later out of curiosity or if circumstances make it more appropriate. For now I'll continue to learn and experiment using C# and XNA with more confidence and satisifaction that I'm learning the tecniques.

Best regards.
You've made a good choice. I switched over to C#/XNA after many years of using C++. I think of it as a kinder, gentler, simpler C++. It's my preferred language and API at the moment.

The trick now, is to stick with your choice. Every time you get stuck you are going to have the urge to try another language or API because it might be easier. That's a trap and it will get you nowhere.

Make sure you read through all the C# documentation and tutorials. It's preferable to get a good book too. Once you have a good grasp of C#, you'll be able to see how you can combine all the language features to create the kinds of programs you want to make.


#4680262 Future of C# and XNA

Posted by MrDaaark on 21 July 2010 - 08:29 AM

Quote:
Original post by Long_Play
If XNA is likely to become massively popular I’ll concentrate a lot of time on that, if its only a small part I’ll learn some OpenGL and DirectX. Maybe I’ll just read some maths and game programming books and if I find XNA is too high level to experiment with the topics I’m learning I’ll switch to something else then. Does that sound sensible?


XNA GameStudio is a wrapper around DirectX9 for C#. You have access to a lot of the same calls and do everything in the same way. You also have a lot of bonus functionality included that you can easily build on.

DirectX (also part of the XNA product family) includes newer versions of Direct3D, but you still do the same things. SlimDX for C# can let you access newer versions of D3D.

OpenGL isn't much different.

All these APIs do anymore is set up render states, and then send vertex buffers to the GPU to render. All the real work to create effects is done with Shaders. Either HLSL or GLSL.

So it really doesn't matter. XNA is just a simpler D3D, and OpenGL has it's syntax differences, but you are still doing the exact same things. Any effect you want to create will come down to setting up the same render states, and then executing the same shader code.

Other than that, OpenGL evolves slower. It's run by a big committee and has to answer to a lot of people and industries. It has the advantage of being compatible with a lot of platforms.

Direct3D is Microsoft's API to have bleeding edge 3D graphics on it's platforms. It moves faster and will make breaking changes between versions for the better.

It doesn't really matter. If you can program 3D graphics, you can use either API. These APIs are just abstraction layers to let you talk to the graphics drivers. 3D is 99% technique, and 1% API syntax.

Quote:
Regarding C/C++ being used for engine development, if you are familiar with the book Game Engine Architecture do you think its teachings will be lost on a C# user?
No.

C/C++ is used because of execution efficiency. It targets specific machine architecture and compiles down to machine specific instructions. So it's used a lot when you need something to run close to the hardware at a certain speed. (system level software, engines, drivers)

C# targets the .Net Runtime. It's more for application development. It has a large standard library that handles lots of common tasks you'd have to tackle in application software development. But it runs slower (not by much). You can still build a good enough engine on top a framework like XNA GS. Look up the Sunburn engine.

You can build an engine in any language, but at this point, C++ is the the best tool if speed is the main concern. So you'd have a C++ engine doing all the heavy work, and possibly C# doing the game logic scripting (like Unity for example).

But you can still build a perfectly fine engine in C# if you want. Other people are doing it successfully. You just get different performance characteristics. If you write good algorithms and write code that doesn't generate too much garbage for the runtime to collect, then you may never notice any speed differences.

Anything in that book would be good to know regardless of the language that you use.

(sorry if I rambled a bit, I got u several times while writing this, and I think I went around in circles I think.. :) )


#4679682 Future of C# and XNA

Posted by MrDaaark on 20 July 2010 - 06:27 AM


What's the reason for asking? Are you wondering if you should bother using them, because it might be wasted time? If that's the case, it doesn't really matter. Once you learn how to program, you can pick up any language or API quickly enough. If you keep programming for long enough, you WILL pick up a few languages and APIs anyways.

C# is a standardized language, and Microsoft has been pushing it hard for normal application development. There is also the open source Mono project. Unity uses Mono to allow for C# (and others) scripting in their engine. The language is not going anywhere.

XNA Game Studio is a wrapper around around Microsoft's DirectX technology that allows you to use it from C#, and target Windows, Xbox360, and Windows Phone. DirectX isn't going anywhere for a long time to come. It does change for the better from time to time though.

People in the industry, at all levels, use many different tools and languages. C or C++ is used at the engine/system level, and the actual games are scripted in many different higher level languages. Sometimes they use an in-house scripting language (QuakeC, UnrealScript, Neverwinter Script, ScummVM), or sometimes they use an off the shelf language like Java, Python, LUA, C#, etc...

So it doesn't really matter what people use now, it may be different in five or ten years. It just matters that you learn how to program in general and be flexible. Different languages have pros and cons, but you're really just using them as a tool to solve the same problems.


#4649462 C4 Game Engine

Posted by MrDaaark on 17 May 2010 - 10:17 AM

My short experience with the C4 engine:

-Download the demos. Try to run them.

-I get a rolling screen like my vertical hold is out of whack.

-Post on the board, and get a shit load of knee jerk excuses as to why this engine can't even set a video mode properly, and had no way for me to change it.

That was years ago however.


#4161873 best game engine below 7000$

Posted by MrDaaark on 17 February 2008 - 06:45 AM

There is always the C4 engine.

http://www.terathon.com/c4engine/index.php




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