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Member Since 13 Nov 2012
Offline Last Active Dec 03 2012 04:48 PM

Posts I've Made

In Topic: Something that bothers me...

23 November 2012 - 03:16 AM

In one side we get the "realistic" stuff. Head bobbing, eye adaptation, depth of field (that one depends on the artistic orientation), etc.

In the other side we get the "camera" stuff. Lens flares, bloom, depth of field (again, depends on the artistic orientation), dirt on the screen, etc.

It is a camera (LENS flares) you're not in there, you're looking at it through a camera. It looks cool if you're... say, a space marine with a helmet and your visor is dirty, you're inside the helmet and you're looking at the world through the helmet, you see the dirt on the helmet, you see the funny things it does with light.

In Crysis, the protagonist is not seeing the world about him through his own eyes, so I don't personally see "camera" stuff detracting from that game.

In Topic: Improving AI of MMORPG Raids

19 November 2012 - 08:09 AM

AI in raid encounters use 1 strategy once players find out how to counter it they post it online in a video everyone reads it and spends a few weeks practicing and then the boss is on farm status. There doesn't have to be a "Magic Method" of defeating a boss you've just been brainwashed into thinking that's how it should be.

To point out the obvious, the primary goal of a player who watches YouTube videos to find the "Magic Method" to defeat a boss and to farm it, is not a dynamic, challenging experience. They may want to experience the whole game in a short time period, to prove they can excel at something, or to generate money on eBay. Even back in the early console days, many games came with cheat codes, and it was up to the player whether to use them. Whatever best entertains each player. :)

In Topic: No programming experience and I want to get started with gamedev. Where do I...

18 November 2012 - 04:09 PM

Sorry! While I do know C#, but I don't have any personal recommendations. I already knew how to program, so learning C# for me was simply a matter of learning the language syntax and .NET libraries I needed to use. I see many tutorials pop-up when I Google or Amazon "C# Tutorial" or "XNA Tutorial" or "Unity Tutorial".

In Topic: No programming experience and I want to get started with gamedev. Where do I...

18 November 2012 - 03:53 PM

I'd second continuing with Python since it's a high-level language capable of making commercial games, you already have a head start, and it's the language of choice for many computer science classes if you want to eventually become a professional. Here's a good resource for learning game-making, Python, and PyGame. Posted Image


If you couldn't get Python, I certainly wouldn't go with C++. C# would be my next choice. It's also a high-level language with many options for making commercial games, such as Unity or XNA, although not so popular in computer science clases. Good luck to you in whatever you choose to do!

If you're between 8 and 16, another great option is Scratch. You won't make a commercial game with it, but you will complete a game quickly, and learn programming concepts to boot.

In Topic: Which game engine.. an indie but experienced programmer?

17 November 2012 - 12:35 PM

If Unity3D isn't suitable, you could use XNA. With your time budget, I think you could reach your goal without too much pain. Though, you'd have to recreate engine features, like particle engines, which come out of the box with Unity and is quite powerful.

Thanks, mate. I'd consider XNA, but I'm already off to a good start with Panda3D, which features a built-in particle system.

Unity3D is my first recommendation. You can get something up and running pretty fast. Admitedly though, I'm not very experienced with Unity at the moment. I've spent about a week on it. I like that it supports C#, but the built in IDE just doesn't compare to Visual Studio.

I agree, Unity is a great tool. You can actually develop for it using Visual Studio if you buy the pro version, and I recall there being a klunky work-around for non-pro users if you're determined. The one downside, is to go beyond a prototype, I'd have to plop down $1,500. That would be acceptable if I had a committed project or someone was funding my development as in the past. That's less than ideal for a personal experimental project which may or may not turn into more. Posted Image

I also have some Python code I'd like to use, and it's fun to see how another tool tackles the same challenges!