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Member Since 04 Aug 2012
Offline Last Active Mar 01 2015 10:23 PM

Posts I've Made

In Topic: To Mars or The Moon?

05 February 2015 - 11:27 AM

Does anybody reading this know anything about the viability of extracting Helium 3 from the moon for use in fusion nuclear reactors on Earth? 

In Topic: Disk Partition Security for Game Dev

30 December 2014 - 11:04 AM





I got the confirmation that I needed from you folk.


What I decided is to use a couple System Image Backups.  I will make one that is pristine for general use and the other for dirty work. It only takes my PC about 25-30 minutes to delete the drives and install a System Image, so while it is doing its thing I will grab a bite to eat, walk the dog, etc..cool.png  then return to use the one that I want at the time.


VM is likely in the future, so when I dive into that then I will make a third System Image Backup for the VM loaded system.


Thanks  smile.png

In Topic: Where should I start learning game development?

19 December 2014 - 09:51 PM



My humble little opinion is that college or uni students should down scale their ambitions in game development until after graduation. While in school I would suggest a goal of a few simple 2D games.  They can be easy on the art assets for the first few games.  It is not unusual for a game developer to use placeholder art assets in the earlier stages of developing a game.


The important things to realize are this:


1) Do not try to reinvent the wheel.  Game engines by themselves typically take a team years to develop. This does not include the games themselves which can take months or years. As for art assets, there are literally thousands of no cost or low cost 2D and 3D art assets available on many websites. Do not try in your early learning to make complicated coding libraries - found to take years to evolve in themselves.   For example, there are already existing level editors, so no need to reinvent one for yourself in the early years. There are libraries for importing texture and model file formats, so no need to spend months on that area, too. Collision and physics libraries are available (such as Bullet Physics).  Blender and other software (which can make 3D models) have some ability to convert file formats to the desired format, so no need to reinvent the wheel there, also. Collada animation is popular with some game engines, so look for animation applications such as within Collada which are available.


2) Choose a game engine and select a standard language (such as C#, Python, Java, C++, or one of dozens of others), since you have some few years of coding experience. (Beginners should almost never choose C++ which is too forgiving of bad coding habits.)  Each game engine usually has a choice of a few languages and some have a native language unique to the engine which is similar to a standard language, which I advise to avoid unless you are committed to that game engine long term.


3)  Make single player 2D games - simple ones - for a while.  These can be as easy as only a few pages of coding to a hundred or more.  Next make a few multiplayer 2D games.


4)  Last couple stages of learning are creating single player 3D games (usually first person, such as FPS) and later a few multiplayer 3D games.


The more demanding that game dev gets, then the more need to assemble a team on each game, so keep that in mind long term and aim for standard technology so that other people can easily join your team to get to work right away at high level of productivity.


After college, the whole world of game dev will open to you!  biggrin.png




In Topic: Drones Move the Laser Industry

10 December 2014 - 07:48 PM

I just saw this today.  There are a couple videos in the article:


In Topic: Drones Move the Laser Industry

28 October 2014 - 01:57 PM

Gama rays will also kill all organic life within 500 meters ... So firing one of those things will wipe out all life on your ship, and the enemy craft at the same time.

X-Ray exposure can be a bit longer before you fall over dead - however you still have the same problem of irradiating your own ship .


X-Rays and gamma rays can be focused thru a beam. There is no residual radiation, either at the point of release or around the target.  Robot aircraft will deliver such attacks with no danger to our people.