Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


NoAdmiral

Member Since 31 Oct 2012
Offline Last Active May 08 2015 02:05 PM

Posts I've Made

In Topic: C#: leaving unused reference-types

22 January 2015 - 07:55 AM

Thanks for the feedback. I think, though, that the intent of my questions was not conveyed clearly.

 

I'm familiar with the perils of early-optimization, I just like to play around with the language and see what I can learn along the way). If I was really concerned about pulling a slight speed-boost, I know how to profile my project. I was really just looking for ideas concerning better ways of handling this area of programming.

 

I actually think this curiosity makes me a less-good game-programmer, because I often get interested in experimentation and language-playing. I'm okay with that, though, because programming (game or otherwise) is only (and will only ever be) a hobby of mine (I have no delusions of publishing a game or getting green-lit or anything of the sort).


In Topic: "Game Physics Engine Development" - resting contacts

14 January 2015 - 09:30 PM

Would need to see the code for what happens with that contact you created.


In Topic: How to actually learn game development?

14 January 2015 - 08:54 PM

It sounds like you need to increase your motivation to program! I know what that's like, I've been there, and I'm sure a lot of the others around here have too. Programming is hard, and, especially when you're starting or working on lower-level code, it can seem like you're making absolutely no progress toward your goals. That's why I subscribe to Extra Credits, Wolfire Games, and Handmade Hero. That way, when I'm just wasting time on the internet, I'm usually looking at something that's going to give me ideas or inspiration or just a bit of abstract motivation to go back to coding. Hanging around this forum helps, too, because eventually you get to see other people struggling with what you used to struggle with and that's when you realize, even if you missed it before, that you've learned and grown as a programmer.

 

All of this is, of course, assuming that this is what you really want to do. 

 

I'll also say that I, too, learned to program in bits and pieces when I was younger (C, C++, and Pascal) and I gave each of them up because working through books didn't feel like it was leading me toward making games (or any other really cool programs) so it was hard to keep with it. I knew there was an end-goal, it just seemed like I wasn't moving toward it. To this end, if you get a bit of basic programming experience under your belt, I'd recommend this book. It's not current anymore, and it's in C# (there's a recent/current forum topic discussing its merits and caveats here), but it goes through a lot of the basics of game-programming like handling input, displaying graphics (2D with an out-dated version of OpenGL), and most importantly, the game loop. I think this book put a lot of game programming and its mechanics in perspective for me.


In Topic: C# seems good, but....

09 January 2015 - 09:58 AM

Genuine question, not trying to antagonise. Does someone learning to program really need to start concerning themselves with algebra to do rotations when a high proportion use an engine that does it for them?

It depends on how well you want to understand what the code is doing. I'm making an engine alongside my game, so it was really important for me to understand how matrices worked and why I needed them to rotate my sprites and collision-primitives, especially when there were bugs with the rotation code. 

 

I think a lot of people can get by without knowing very much about it, though, if they use pre-existing engines or libraries. I would argue that not knowing would be a limiting factor for a lot of lower-level (not platform low, necessarily) programming.


In Topic: New to Bullet SDK advice

08 January 2015 - 08:18 AM

I've never used Bullet SDK, but I assume that some of what you want to do can be done. Before abandoning the SDK, play around with it in a new project, just to get a feel for it. 

 

You might also try asking [more specific] questions on the Bullet Physics Forums.


PARTNERS