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Member Since 26 Nov 2012
Offline Last Active Aug 21 2016 10:07 PM

Posts I've Made

In Topic: What Language Is Best For Game Programming?

08 July 2016 - 05:18 PM

"I know it will be more than one language for the different OS's."


In some cases, this is unfortunately true. If you decide to take the c++ route, you may have trouble getting a game made for the Mac, as it does not have very good c++ support (it recommends objective C with Cocoa). If you choose Java, you will have the best multi-platform support, but the language is always changing constantly, and it is very slow compared to c++.


You may not have to use different languages sometimes, but you will have to make separate builds of libraries and your program to work on different operating/game systems.


From the sound of it, it looks like your best option would be Java with LWJGL.


It's up to you. Pick your poison.

In Topic: .obj MESH loader

05 July 2016 - 12:23 AM

"Im loading the U,Vs of the texture in the right way by subtracting one from it.

Ive tried all kinds of different settings in blender, like vertex order and stuff with no luck


Is there a way to get the right order of uvs ?"


This is why I prefer to write my own custom 3d model file. If you are using Blender, you can write your own export script in Python, and just export the uv's alongside the vertex positions. That way everything is always in order, and then export the indices separately. You can easily read in all the vertex data via struct arrays, and then the indices via unsigned int arrays. I am personally not a big fan of the .obj file format. Your own custom format will be faster to read and parse (loading times for games are slow enough these days), and you can add/organize the vertex data any way you want.


The only advantage I see to using .obj files is that you can visualize the data, but you can also do that in Python via print(), and artists aren't going to want to open the .obj files and tweak all those numbers anyways :P.

In Topic: I Feel Really Stupid Now ...

27 June 2016 - 03:16 AM

Sometimes the dumb can infect us all at the most inconvenient moments. You are not alone.

In Topic: OpenGL like a PRO

27 June 2016 - 03:10 AM

To learn OpenGL like a PRO, you have to practice.. a lot. There is no simple answer. Go online and look for tutorials on how to draw a triangle on the screen, and then move on from there. There are a near infinite number of different ways to render things with OpenGL, and different programmers use different techniques. It's best to just experiment and learn as much as you can.

In Topic: Need help on what to do with my idea

27 June 2016 - 02:50 AM

"And should it be an RPG game?"


That is entirely up to you. Just remember that the RPG genre is VERY saturated (almost all game genre's are saturated these days, except for collectathon 3d platformers), however if you can make your game very unique, you may have a chance at standing out. Or if you just want to make it for fun, go for it. Rpg's are also very good practice for beginners, as there aren't as many physics related problems that can get in the way.


However, you may need to do a lot of number crunching, and you have to make sure the game stays fair and keeps a steady challenge.