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Member Since 03 Mar 2013
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In Topic: 0 experience in programming and game development

16 December 2014 - 06:59 AM

First of all, you don't even know what aspect of game production you want to do.  You say game development, but that implies software engineering.  You keep mentioning modeling and cinematics, neither of which have anything to do with software engineering or even each other.  Also, liking games doesn't make you a good software engineer any more than liking shampoo makes you a good chemical engineer.  Figure out what profession you actually want to do, then pick the specialty within it that has a strong job outlook.  Lastly, even if you do choose software development, keep in mind that game development is harder, typically pays less, and requires longer hours and more crunch time than ordinary software companies.  It will burn you out fast if you don't REALLY love what you do.  Lastly, stay in school, because the overwhelming majority of recruiters won't even look at you if you don't at a minimum have a baccalaureate level education in a relevant field of study.


Source: Myself. I'm a software engineer for a game & simulation company and I hold a degree in Game Development.

In Topic: Game Development - Where to start?

17 May 2014 - 01:12 PM


Have you tried Googling this question?  I mean, not like it's already been asked and answered a million times or anything...

Actually scratch that.  Don't go into game development.  If you can't be bothered to research issues yourself and instead expect everyone else to do the work for you, you're not going to make a good programmer.


I think you misunderstood the topic here. The OP was asking whether he should go with a regular CS course or a specialized game development one. Please read the question first.


I did.  No part of my post indicates that I didn't.  This question has been asked and answered countless times before.  You seem to have the same disability as the OP.

In Topic: Game Development - Where to start?

16 May 2014 - 03:06 PM

Have you tried Googling this question?  I mean, not like it's already been asked and answered a million times or anything...

Actually scratch that.  Don't go into game development.  If you can't be bothered to research issues yourself and instead expect everyone else to do the work for you, you're not going to make a good programmer.

In Topic: Best Laptop for Game Development

07 January 2014 - 12:28 AM

Laptop?  But why?!  I need at least 3 monitors to program comfortably.


In any case, for consumers, I recommend AMD video cards.  For developers, I recommend nVidia but ONLY because nVidia is harder to develop for (you can get away with a lot more from AMD cards where nVidia would otherwise crash).  nVidia makes cards more geared for gaming, but it doesn't matter how much performance you squeeze out if your game crashes, which is also more likely on nVidia.  Be sure to get a graphics card and monitor that supports the range of resolutions you intend to develop for.  Beyond that, there isn't much to recommend other than the usual trusted manufacturers (Corsair for memory, western digital for hard drives, etc.).  I'd say go no less than 4GB of RAM and no less than 1GB of graphics RAM and 500GB of hard disk space to fit all the software tools and assets on.  Screen real estate is a big issue for me, as I usually have multiple files open at once for editing, so I'd go for the largest screen you can afford, unless of course you have a handful of extra monitors you carry around with you.

In Topic: Asking for advice to start Game Development

06 January 2014 - 03:41 PM

Are you getting an education in software development?  If not, do that if you plan on actually working as a game developer.  Even if you just want to go indie and don't expect to make a living off it, a proper education is extremely valuable.  In the 2-ish years I knew I wanted to program games before I actually started school for it, I was a little all over the place and didn't know how to use source control, or 3D modeling tools, or Direct3D/OpenGL, or winsock, or even the Win32 API.  A real education will teach you how to write and utilize design docs, work on a team, meet TRC compliance, use source control (useful regardless if working on a team or solo), and get you free access to a wide range of software tools (IDE's like Visual Studio, modeling tools like Maya or 3DS Max, etc.) that you would otherwise have to pay a small fortune for.  Having knowlegeable instructors readily available to answer your questions quickly and accurately will also speed up your learning process.


If you flat out insist on doing this without an education, then there are a few must-have books.  If you're still relatively new at C++, then buy SAMS Teach Yourself C++ in 21 Days (5th edition, not the newer ones as the authors are terrible).  It covers pretty much everything you need to know about C++, falling short on the STL.  For that, buy The C++ Standard Library, 2nd edtiion to complete your knowledge.  For the math you need to know to program real games, I recommend 3D Math Primer for Graphics and Game Development, 2nd edition.  To learn to work with the Win32 API to make simple Windowed applications, I haven't found any good books but MSDN can answer almost all of your questions.  You can start off in 2D if you want, but I found it easier to just learn in 3D and mimic 2D using quads when needed.  DirectX9 is the easiest way to learn 3D graphics (quick initialization, supported on more hardware, easier to use than D3D11, and DX extensions make it easier to start off with than OpenGL).  To learn DirectX9, I recommend Introduction to 3D Game Programming with Directx 9.0c, A Shader Approach.  To make large-scale games, you'll need a solid understanding of OOP and design patterns.  For that I recommend Game Engine Architecture, API Design for C++, and Pattern-Oriented Software Architecture.  To take advantage of C++11 multithreading features, I recommend C++ Concurrency in Action.  For game network programming, I haven't found one particularly great book, so I would recommend at least taking a class for network programming for that.  For the physics and collision detection needed in games, I recommend Game Physics Engine Development and Real-Time Collision Detection.


If you take the advice of others here and use someone else's engine, you'll do a lot of scripting, but you won't learn much about actual game development.  At best you'll learn how to script in some simple game mechanics, but you won't know jack about rendering, networking, input, audio, or any other core game technology.  If you just want to dabble and churn out a bunch of super simple games that you probably won't own enough rights to for substantial profit, then go for that.  Otherwise, I highly recommend pursuing a real education.




-A Game Developer