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Member Since 31 Oct 2012
Offline Last Active Sep 23 2016 12:53 PM

Posts I've Made

In Topic: How much design before art

19 September 2016 - 01:34 PM

@Tom Sloper: I'm not the one who down-voted you, but I'm curious about your responses. I guess part of my question that wasn't as clear as I could have made it is: with limited time and resources, at what point during development would I get the most out of bringing the art into strong consideration. Perhaps considering the art too early might result in many more ideas that don't pan out, or that scrapped due to changes in game-mechanics or design-direction, for example.

In Topic: What book to start from

14 May 2016 - 09:00 AM

I agree with Bregma.


The internet is an awesome resource for tutorials, but if you're just copying code, you're not necessarily learning; you can, though, learn a lot about the general architecture of a game (gameloops, for example) as those can be a little less intuitive (or maybe I'm just slow).


Further, I'd recommend against using an engine for basic games like those you mentioned, as they can strip away a lot of valuable learning opportunities to a new game-programmer (and nothing you'll be making for a long time will actually need or seriously benefit from an engine like UE4).

In Topic: Starting Point For Game Development as a Career

02 May 2016 - 06:54 PM

I would suggest just making games. Test your skills with those tools to make a small game from start to finish; focus on the aspects that you'd want to showcase to an employer (do you want to be an artist? make the art stand out!).


Each position you apply for is going to want different things, but most of them don't want just "experience with x", they want "experience developing with x" (meaning working on a project as a whole, and often time shipping the project).


The absolute most surefire way (that may be an exaggeration) to find out what you need to do to get a job in game development is to look at job-postings (there are a lot of game-dev jobs posted on job boards on the internet) and look at what they want.

In Topic: Help with game loop time control

28 April 2016 - 10:10 AM

A common method of achieving constant-rate logic updates (independent of rendering speed) is the fixed-timestep gameloop. This is an effect you can also achieve by enabling vsync (though this is generally not recommended).


In C#, to get the precise timing you'd want to implement a fixed-timestep you're probably going to have to use System.InteropServices to import some dlls to enable you to check the cpu tick-rate.

In Topic: Implamenting a code

28 April 2016 - 06:43 AM


What have you tried? Using a popular search-engine I found this set of tutorials (first thing it returned) for, what appears to me, your exact dilemma, but if you want to figure it out with a little less guidance, then asking more specific questions and telling us what has and hasn't worked for you is going to help us best help you.


For starting out, and for creating a simple game like Pong, it is best if one doesn't directly go for tutorials.

He should instead spend at least some hours on pen/pencil and paper trying to figure out how his game would work.


I didn't mean to imply that following a tutorial was the best idea. I was just providing options (and suggesting that there are existing answers to a lot of questions).