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kazisami

Member Since 18 Jun 2012
Offline Last Active Jul 26 2014 08:47 AM
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#5164334 How to transition into Game Dev with Java

Posted by kazisami on 02 July 2014 - 09:31 AM

To mention one more useful framework, look at libgdx. It has more suitable framework for making games than lwjgl or jogl. For the 3d part you have lwjgl wrapped in. For physics you have integrated box2d. For detailed feature list look here.




#5065503 Game Developers' Pathway!

Posted by kazisami on 28 May 2013 - 08:39 AM

Some books can also help you. For learning the Java language, Thinking in java is a good choice. For a comprehensive details of the the Java API, look at Core java V1 and Core java V2.

 

Then after you got the language, try Killer game programming in java or Developing games in java. A good thing about both of these books are that their source code in downloadable and the Killer book is also readable online.

 

Zetcode is also another basic starter.

 

Hope this helps.




#5038679 funny idea for an ann game

Posted by kazisami on 03 March 2013 - 01:57 AM

A good starting point might be Perceptron, then Hopfield and then FeedForward. And in the mean time you will learn different training and error calculation algorithm like- hebb's rule, delta rule and after that, Backpropagation.

 

Good Luck.




#5037195 MADE A SIMPLE NEURAL NETWORK, BUT NOT SURE IF I DID IT RIGHT

Posted by kazisami on 27 February 2013 - 09:59 AM

Don't worry, your english is as awesome as your explanation :D I am getting a hold of this, but I need to experiment a lot before I can understand it clearly. But you answered my question and that's enough for starting experiment without any confusion.

 

Thanks a lot for your help :D




#5021074 First-Person Shooter [Code::Blocks with MinGW]

Posted by kazisami on 13 January 2013 - 06:52 AM

If you don't know OGL or DX, please don't go to that route. You will eventually get frustated. Even when you are a very good C++ and OGL/DX programmer, you need to know about scene graph management, bsp trees, 3d model importing, shading and many many more things to make an FPS. Like the others said, don't go this way.

 

Note: But if you want to look at the amount of knowledge needed to make an FPS. Just go to ID Software's website and download any of their Doom or Quake source code. You will know why we didn't recommended it.




#5021070 Game engine or no game engine

Posted by kazisami on 13 January 2013 - 06:22 AM

A game engine is nothing but a library with or without user interface. So if you have a game in your mind that you would like to make, then structuring the common code from the game specific code gives you your own game specific game engine. You can then use those common code and make another game and obviously some new (no matter how small) common code will get included in your engine and it will eventually be extended.

 

But as you mentioned, if it is just about DX11, then you should be better off by not going to the above mentioned path, because a engine is about everything residing in a game, not only the graphics part.




#4950962 UDK or Unity? The best game engine for beginners?

Posted by kazisami on 20 June 2012 - 08:14 AM

I actually advice you to start with Unity and have a c# reference book by side. like- deitels C# how to program, and then you come up with a fairly small game idea, try to get your feet wet, when stuck search for it until you find it, in the reference books or in online unity tutorials etc. in this way you will get a good idea in which direction to go and what to do. Good Luck Posted Image


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