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Member Since 21 Jun 2013
Offline Last Active Yesterday, 01:16 PM

Posts I've Made

In Topic: Advice on learning OpenGL

26 December 2014 - 03:17 AM


Is there anything you know now, that you wish somebody told when you first began learning OpenGL or graphics programming in general.

#1: Learn Direct3D instead.


L. Spiro


I have to agree with this strongly. I made the mistake of being lured into OpenGL myself as my first graphics API experience. While it may seem appealing, it just isn't worth the issues you'll have to deal with due to differences and instabilities in drivers across vendors, and indeed a lack of really proper documentation.

In Topic: Game creation software for kids?

06 December 2014 - 05:31 AM

I first used RPG maker. Was fun and simple to use, you immediately can create nice looking 2D RPG worlds. Had alot of fun googling matching tilesets to suit a variety of different landscapes and cities. Eventually played around with its scripting capabilities and got some simple but cool story stuff going. Recommended.

In Topic: Ogre for graphics, bullet for phisics and what else?

06 December 2014 - 04:13 AM

CEGUI for user-interface. I believe Ogre might have some support for this (since CEGUI has an Ogre theme included).

I don't use Ogre myself though, although I am considering using it for future projects, since it's more complete than my custom 1-man engine can ever be :P

In Topic: I am all prepared to get into game development, how do I start then?

01 December 2014 - 10:43 AM

4) I always feel an urge to plan everything (like planning my code) and if my code doesn't look perfect I just HAVE TO re-do it and that's why I can't focus on big projects, how can I stop that feeling or start planning my code effectively to prevent it?


Hi. The clue is to not over-plan things. Of course you should put a reasonable amount of thought into your class design, but don't overdo it.
Especially as a beginner, start with a minimal amount of features, and plan your design around that minimal set. It is not uncommon to later on expand your feature set and to then refactor your code to support those extra features.


By planning for less complex features at first, you retain a somewhat decent design, yet actually manage to get things done. I feel this is very important as a beginning game dev.


So yeah, when you have something that works, give yourself a pat on the back, and move on to the next feature. Of course your ability to judge the right balance will also enhance with experience.

In Topic: My Pokemon Game

23 November 2014 - 05:02 PM

I will add to it that I am inherently distrustful of games that don't show any screenshots, and contain obvious spelling mistakes (such as staaaaaaaaart your journey).