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Dezachu

Member Since 02 Aug 2012
Offline Last Active Jun 06 2015 11:30 AM

#5233165 Re-getting into C++ again

Posted by Dezachu on 06 June 2015 - 10:48 AM

I think going back through the book sounds good - it sounds like you didn't really make any games back then, so you're still in the learning phase.

There's an excellent book (in my opinion) that I've recommended to many aspiring games programmers called "Beginning C++ Through Games Programming". I believe it's up to the fourth edition now (I learnt from the second). I advise you give it a look if nothing else :)

 

As for making games... Start with something simple like Asteroids as you can learn basic vector math and level management. Then progress onto a 2D platformer (think of Mario, maybe add some basic AI). You can go from there to whatever you like after that.

 

Good luck!




#5219583 How do you motivate yourself for game design?

Posted by Dezachu on 27 March 2015 - 07:17 AM

You realize that you don't help me very much with your post, don't you? smile.png

 

Depends if you want help wrapped up in lies or help displayed as honesty!

 

I get what you mean in a sense though. The thought of everything there is to learn is quite overbearing. But that's like saying "I go outside with a football but then I think about how much I need to learn, how fit I need to get etc to become a professional player so I just go back inside". You're looking way too far ahead for your current skill level. You can apply it to soo many walks of life, even playing games themselves. 

 

Set yourself small, attainable goals. Don't open Unity thinking "man it's gonna take me years to be able to make an RPG", think smaller. There are THOUSANDS of tutorials online for Unity - check out the few they have on their website. The survival shooter is a great intermediate tutorial but before that check out their beginner tutorial where you simply roll a ball around a level collecting pickups.

 

That's the one thing most people say when someone new comes to game dev - start small and work your way up. People expect to be able to make the next GTA in a few months, but that won't happen. And probably never will - you need a team for that and even then, it's gonna take a long time!

 

Also, go with programming or art IMO. So many people say "yeah I'm not good at programming or art so I'll do design". That in itself is a bad mindset - "I'm not good enough to have the RAW SKILLS to develop games, so lets do something anyone else can do". That's not taking it away from professional designers, but you'll find most of them have some background in art or programming - or both. Start small, work your way up.

 

Spiro is right though, if you don't feel motivated at the prospect of what's to come, you're gonna struggle, no doubt about it. Good luck though.




#5209881 What version of opengl should i learn?

Posted by Dezachu on 10 February 2015 - 04:13 PM

I'd just go with OpenGL 3 personally. OGL 2 is fine and there are enough games floating about that use it, but it's not like you're about to shut yourself out from a huge part of the market by using OGL 3 ;)

 

The learning curve is a little larger for OGL 3 as it's harder to get even a triangle drawing on the screen. But once you do have that, it's easy to expand. Plus given that shader-based graphics is always getting larger, it's probably best to get learning that!

 

Plenty of tutorials around. I'd recommend http://www.arcsynthesis.org/gltut/.

 

Good luck!




#5198210 What do I need apart from sdl?

Posted by Dezachu on 14 December 2014 - 05:30 PM

Well you said it yourself - you're just starting!

 

One important thing when starting out is scope. Don't be too ambitious with your first project as you'll hit a brick wall at some point and think "this is far too difficult".

 

As for a side scroller.. It's a good choice as they aren't too difficult. Lighting and particles, save those for later. Physics? You could use box2D (http://box2d.org/) as that's quite a popular choice to avoid all that nasty mathematics ;)

 

I'm not sure why you're thinking about lighting when (I assume) you're just doing a beginner 2D game? Save the advanced concepts like particle systems and stuff for a rainy day IMO!

 

Good luck!

 

EDIT: By all means, do the physics yourself. Check out Axis-Aligned Bounding Boxes (AABB) - plenty of theory on those and plenty of stuff that's relevant to games. It's a pretty soft introduction to the mathematics of games




#5181698 Web App Development?

Posted by Dezachu on 20 September 2014 - 08:21 AM

Hey guys,

 

I've been a C++ programmer for 3 years now. Dabbled in C#/Unity and Python and recently I was tinkering with an API using C++, cURL and Jsoncpp. One of the apps I've made using said API is pretty good, but it has no place as an executable - why would you use an executable you have to download when you can do the same operation on a website?

 

My knowledge of web development/web app development general is extremely limited. I know a little bit of HTML/CSS and practically nothing else. I've heard of terms such as GET, POST etc but only have a super vague idea of where to start. I'd like some advice on where I should begin if I want to create an app on a website. Would HTML/JS do the job? Do I need to look into PHP? MySQL won't be needed as the API returns all data in Json. 

 

TL;DR Wanting to start developing basic apps to plop on a website, any good resources/tutorials/advice for this?

 

 

Thanks smile.png

 

EDIT: I'm aware this isn't strictly game related, but the API is for a game if that helps! The app I'm thinking of is interactive either way and I've been on these boards for a fair while - probably the best place to ask.




#5176239 New and Clueless

Posted by Dezachu on 26 August 2014 - 11:43 AM

Everyone is against C++ for beginners but I began with it and I'm doing just fine.

 

Lots of games companies make their games in C++; don't be put off because people say it's not a nice beginner language. They're right - it's not, and C# is a much better language.

 

EDIT: Not at all to undermine the experiences and thoughts of others - just get tired of seeing 'DON'T YOU DARE START C++' when a majority of the industry uses it. 




#5175637 Game Designer vs Team Arguments

Posted by Dezachu on 23 August 2014 - 08:55 AM

I spent a year working at Exient, the company who produced Angry Birds Go! for Rovio.

 

We had 3 or 4 designers there and more often than not, they produced a design document. If we disagreed with something we spoke up. 'Are you sure this wouldn't work better?' or 'I think this could work well' was either met with agreement or a good reason as to why the idea can't be used. The designers were very open to suggestions from everyone else and the 'what we look for in a potential designer' is, as you say, someone who can take ideas from the rest of the team.

 

Use more positive terminology than 'argue' mind you! As Lactose! said, 'discuss' is better. Or 'feel free to suggest alternatives if you disagree with the design'. 




#5163780 How do multyple people write code for one project?

Posted by Dezachu on 30 June 2014 - 02:06 AM

I always found subversion to be really easy to use. Check out TortoiseSVN.

 

You can also use 'Google code' found at code.google.com (apologies if links aren't allowed mods) for a free repository. There're a number of tutorials out there for using google code with subversion but if you need a further hand, drop me a PM :) 




#5163779 Game engine for beginners, details here...

Posted by Dezachu on 30 June 2014 - 02:04 AM

Unity tutorials aren't there to teach you how to code buddy - there's a million and one other tutorials that teach you how to code as well as a bottomless pit of books. 

 

Unity is an engine. It is NOT a language or an IDE, therefore the tutorials will rarely teach you how to code. If you want to learn the language(s), look elsewhere. Some tutorials may briefly mention what a piece of code does and why the tutor wrote it that way, but don't expect it as the norm.

 

Unity is also one of the best supported engines going. The community support is fantastic, tutorials are in abundance and there're many forums you can ask for help on. 

 

I'd only end up repeating what others have said, so to summarise - don't blame the engine for your own pitfalls as a programmer. 




#5163667 Game engine for beginners, details here...

Posted by Dezachu on 29 June 2014 - 12:52 PM

C# is actually recommended as one of the best starting languages for any aspiring programmer. It's also very easy to use in my opinion - I've been a C++ programmer since I started programming 3 years ago, but during my time working with Unity, I've happily swapped between Javascript and C#.

 

Don't be put off using a fantastic tool like Unity because it doesn't use your preferred language. I certainly didn't follow that mindset when it came to choosing to use it! 




#5152673 C++ and SFML game structure help

Posted by Dezachu on 10 May 2014 - 07:37 AM

'State' should really just be something that Game.cpp keeps track of as an enum rather than a whole class. I'd maybe change from MainMenuState etc to MainMenuScreen. Have all these screens inherit from a BaseScreen class and then have Game.cpp hold a pointer to a BaseScreen. Then you can switch between them as you wish. Very clean and easy transitioning with the write functions to compliment said change!

 

I wouldn't clear and re-add to the vector EVERY frame. Vectors aren't particularly quick (someone'll reply to this no doubt :D) so doing that operation so often could be quite heavy when the game gets larger. Consider having vectors of type GameObject (your own class) and as you create these objects add them to this vector. Then rendering them all is simply a job of iterating over them and calling render. That way you only call push_back once.

 

For my 2nd year project (in C++ and SFML oddly enough!) I had a LevelLoader class that simply populated vectors stored in Game.cpp. Pass a pointer to game and let it do what it needs to do to get your level sorted.

 

You're right about there being no 'set' way of doing things though; that's the beautiful thing about programming. People can offer more efficient solutions, yes, but it's never the ONLY way to do it! If you can justify your methodology, follow it :)




#5149603 recommended, up to date tutorials for begining open GL

Posted by Dezachu on 26 April 2014 - 04:47 AM

I find the Superbible books fantastic. I started on the 6th edition about a month ago, but dropped down to the 5th edition where they cover 3.3. They cover it really well and I found it very beginner-friendly. Could be worth looking into :)




#5143330 My first dev software

Posted by Dezachu on 30 March 2014 - 06:08 PM

Game Maker is always fun to have a mess around with. It's harder to make 3d games in it but still perfectly possible; there's plenty of discussion in the GM community about it. Give it a look :)




#5138507 Starting my journey in game programming [need some professional opinion]

Posted by Dezachu on 12 March 2014 - 01:51 PM

 

If you want to start with a 2D platformer. I would suggest you start with a Mario-like in mind. Jump, walk, run, die, collect... everything one step at a time

Good advice

 
. . . then C++/OpenGL or . . .
You would be amazed how much needs to be done to simply render a cube in C++/OpenGL or . . .


. . . directx (though windows/microsoft only)

 

 

C++/OGL IMHO. In the era of mobile games, DirectX just isn't cutting it. If you WANT to be a solely PC programmer, go ahead with DX, but your employability/range of development drops substantially.




#5125439 Need Help Choosing My Path!

Posted by Dezachu on 21 January 2014 - 01:26 PM

I'll probably get screamed at by a few for this, but the simple truth is that if you're serious about getting into the games industry (which I think it's safe to assume you are - you're here asking for help and you're asking about game engines, no?) then you need to be highly competent with C++. There's no two ways about. 

 

If you're wanting to get into programming in general then yeah, you can afford to be a bit more expansive and study other languages. But honestly I'd just dive right in and get going with C++. You said you had the most experience with it so why not carry on from there? smile.png

 

If you're unsure where to go from your current abilities, why not tell us the sort of stuff you understand so we can point you in the right direction? happy.png There's the standard drivel of programming requiring dedication and time but in my eyes if you're suitably passionate about it (your history with C++ at your age suggests you are) then you can ignore all of that and just drive onwards with your chosen language.

 

Best of luck whichever path you go down dude smile.png

 

 

EDIT: As for engines.. Don't think about them until you're competent with C++. Apologies if you are - if not, get going with some 2D games. Knowing a language isn't enough sometimes - you need to understand game structure and stuff alongside it!






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