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Member Since 04 Aug 2012
Offline Last Active Dec 24 2014 03:22 AM

Posts I've Made

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.

In Topic: Questions from a newcomer

28 October 2014 - 01:16 PM

Choose a good game engine.  You should probably use the standard coding language which is recommending by the game engine developer.  That could be Python, C#, C+, Java, and so forth.  Usually you should avoid the native language that the game engine developer invented, but there are exceptions which I will not cover here.  Preferable is that you choose a language where you have a lot of experience.


Next you need to focus on programming basic applications for the game engine, such as GUI, display "Hello World" on the screen,  import 2D textures to be displayed and make them user operated with device controls, and so on.  Think of a game engine as both a development framework and a runtime environment for running code which will do what you want, though there are many variations of game engines.  Some game engines depend on an already existing runtime, such as that inside of .NET Framework and may use a combination of game engine framework and platform framework.  The important thing to remember is that you are selecting a game development pipeline of software and applications. Read my signature at bottom.


Make simple single person 2D games

Create simple multiplayer 2D games

Develop single person 3D games

Create multiplayer 3D games

In Topic: Drones Move the Laser Industry

28 October 2014 - 01:01 PM

X-ray lasers and other non-visible light lasers have a future in weaponry.  X-rays and gamma rays penetrate almost any material, so the important target is the electronic system of an enemy weapon.   It often does not require a lot of power to disrupt something inside of a weapon that depends on electronics and control mechanisms.  People often believe that a weapon must blast a space cruiser into little pieces like Star Wars to be effective when in reality the thing only needs to hit one vital component.