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Xai

Member Since 14 Oct 1999
Offline Last Active Jul 18 2016 11:36 AM

Posts I've Made

In Topic: Linux for game development

18 July 2016 - 07:58 AM

The above post reminded me I didn't mention the usb installer details for mint ... Mint (and many other distros are supported by  2 or 3 simple windows based usb flash installer apps), this is the one I've used:

 

http://www.pendrivelinux.com/universal-usb-installer-easy-as-1-2-3/

 

You just download the linux iso (for instance linuxmint-18-cinnamon-64bit.iso) that can be downloaded from here:  http://distrowatch.com/?newsid=09458

 

Then run the universal installer ... it will ask you to pick a distro, browse to the iso file, and pick your usb drive (make sure your flash drive is already plugged in) ... that's it.  I used an old 4 GB drive I had lying around with no issues (I believe 2-64 GB drives are supported but I've only used 4, 8 and 16).

 

USB based installer is much much faster than using DVD burning.


In Topic: Linux for game development

16 July 2016 - 08:56 PM

If you have chosen ubuntu as your dist base of choice (initially at least).  Might I recommend specifically Linux Mint 18, Cinnamon 64-bit edition.  While I have 4 linux distros on my box (and 2 windows OSes) ... cause I'm a freak.  I find myself spending 95% of my time in either Windows 7 64-bit or Mint 18 / Cinnamon.

 

The reason I recommend that distro is:

1.  It is ubuntu based (which you wanted) - and based on the latest LTS release (16.04).

2.  It ships with some non-free software out of the box, so things like the nvidia video driver is 2 clicks and maybe a reboot away.

3.  When you install you get 3 options for "stability" (which means which software repo/branch you will be following).  If you choose the option to ignore stability and go for "latest and greatest" software, the branch you get is fairly up-to-date.  You can have recent versions of ruby, python, go, etc. a few clicks away (without the need to learn how to add and manage software sources manually ... which is something you DEFINITELY want to learn, but not necessarily your first week with the OS).

4.  Cinnamon is a great desktop for people who like the way computers have worked since 1995, but want a modern implementation (it acts somewhat like Gnome 2, but is built with Gnome 3).

 

I haven't done C++/LUA development on linux in a few years, so I can't speak specifically to that (for instance NONE of the debian or ubuntu distros will use the latest and greatest C++ compiler ... so that might hurt you.  But Mint is no different than core ubunutu in that respect.

 

If you decide you don't like ubuntu, I recommend distrowatch.com as a way to see what versions of things various distro's are currently on (you can click a distro and then browse down to "gcc" to see which version of gcc the distro is built around).  As a c++ developer this 1 fact will probably affect you more than any other.


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

16 June 2016 - 09:24 PM

AyJay, expect to write many more "stories for games" or at least partially written ideas and story outlines ... than actual games.  Partially because for most cases the amount of time people will invest to deliver a pretty interesting story outline and game idea is measured in the "hundreds of hours" while the time to build actual working and fun games is usually in the "tens of thousands of hours" ... don't get me wrong, there are some "games" that are built in only a few dozen hours ... usually by creating them with a framework that is specifically for the game type you are building ... and then only creating the custom details ... or by being expect at using powerful tools and intentionally making something very simple.

 

I don't mean this to discourage you ... please keep writing and creating and coming up with ideas.  And if you keep coming back to the same idea(s) ... and improving them over time ... and getting closer to finishing them ... great.  Just don't think everything you create has to be production quality, nor every good idea has to actual be made into a finished game.  Try to come up with 3 ideas, or 5 ... try to work on them all a little ... stopping when one seem either compete, or a waste of your time to continue.

 

And try to find other people that have fun "working" with you ... bouncing ideas around ... or artists who like drawing or modeling from some ideas you discuss, or programmers who like trying to make something work ... 

 

good luck.


In Topic: Simple RTS

16 June 2016 - 09:07 PM

The key to creating ANYTHING of value that requires you to learn and also product more than you can do yourself in a reasonable time frame is ... find other like-minded individuals and form relationships with them (some will be very short, some may be lifelong).

 

Some random ideas ... find or create a meetup group ... go to the local college/community college ... go browse the gamedev.net "Forum -> Community -> Hobby Project Classifieds".

 

Don't start by trying to find the 1 or 2 people, or the 1 or 2 projects that you are going to commit to for the next few years and deliver your opus.

 

Start by trying to find the first 1 or 2 people or the first 1 or 2 projects that you can contribute to, have fun doing it, help them, and help yourself in the process.  Mutual benefit and enjoyment ... those are the goals to start with.  And yes, projects that die in 2 weeks, or struggle for months but deliver nothing are NOT fun ... but projects that make a little progress over 6 months, generate a demo that sucks initially and then sucks a less after a few more months ... before people move on to better things ... isn't worthless.  Its the experience that counts.

 

And while I'm not going to tell you to give away all your ideas and creations for free to whoever wants them ... I am going to suggest you think of some (not all) of your work as work you do just to learn, not to earn ... like coursework in school ... don't expect anything but knowledge in return.

 

The other important thing ... don't look for people just like yourself ... and don't look for people you don't understand at all ... look for people you can talk to, chat with, work with ... but at the end of the month, each of you is adding some value to the whole.

 

Good luck and godspeed.


In Topic: Graphics API for Visual Studio 2015

09 October 2015 - 11:03 PM

Visual Studio 2015 included Nuget out of the box, and if you go to Tools | Extensions and Updates | Updates ... there is a link to update to the latest nuget package manager version as well (and updates for the SQL data tools, and TypeScript version 1.6 as well) ...

 

Visual Studio is project, solution and .net framework compatible with 2013 ... you can open and work on anything and everything that works in 2013 (as far as I know) ... except actual IDE extensions ... which are different ...

 

Visual Studio 2015 does have 1 really crazy bug I've found so far - if you set your options to keep tabs instead of spaces (which I do ...), then using "Go to Definition" into assemblies (that aren't your own projects) will fail ... really insane bug ... cause the roslyn based stuff just isn't quite 100% yet.  However the issue is expected to be corrected in update 1, along with a few others.

 

I use both the Community (home) and Enterprise (work) editions ... and other than that 1 insane bug, I haven't seen any reason to use 2012 or 2013 any more (still have 2010 for REALLY OLD projects).


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