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Xai

Member Since 14 Oct 1999
Offline Last Active Yesterday, 08:19 PM

Posts I've Made

In Topic: Game Engine Advice

03 August 2016 - 11:34 PM

Also, don't forget to that you can download REAL working game code that has been open sourced.  Almost all of it is "bad" as in, you won't want to copy it ... but just skimming the layout and main files can help you think of things you may not have considered ...

 

There an Open Source RTS Engine (Spring), John Carmack open sourced Quake and I think some newer ones too.  If you look at what games are available as FPS packages on most linux's you'll find 3 or 4 Quake 3 / Unreal Tournament clones.  All of which are open source I think (just google "linux first person shooters" to find a quick list).

 

Good luck.


In Topic: New To Programming

03 August 2016 - 11:21 PM

Also, if you have a wired xbox 360 controller, it works perfectly out of the box with XNA and monogame ... which can be really fun for playing the super simple tutorial style games you'll be starting with, instead of just keyboard.

 

If you want to see my really incomplete submission for the week of awesome 2 (a 1 week game dev competition) you can download it here:

  http://www.gamedev.net/blog/1941-xais-awesome-living-toys/

And later this month I'll upload the code for it, so you can see someone elses starting point for a small XNA project.

It has basic working sound, background, sprites, controller movement, collision detection and "logic" (meaning a few super simple functions that determine how the computer acts).

I'll post a link on this thread once I upload it (it'll be a week or so I think).


In Topic: New To Programming

03 August 2016 - 11:08 PM

Well first, congrats and welcome to the fun and frustrating world of programming.

 

As for Monogame ... 1 reason you won't find many guides, is that the community didn't bother to repease hardly anything that was already documented for XNA since it is a (mostly) compatible implementation of XNA.  So for monogame you will you have to run 2 google searches for things you need to find ... 1 for monogame and 1 for XNA ...

 

Yes C# is a GREAT language.  For learning to program, for game programming, and for normal professional programming.  Some other langauges are good at each of those too, but C# is a good place to start (or finish).

 

I recommend you install both an IDE (like visual studio 2015 community edition) and ALSO a pure text editor (like notepad++ or sublime).  And also get these tools (and more):  kdiff3, git, tortoisegit, paint.net.  And of course monogame.

 

Also, you may find (older) tutorials on SDL to be useful while learning too.  I'm not saying its better than monogame ... but that it was a pretty popular from like 2005 to 2012 (at least) ... so there is a pretty decent sized community around it, with lots of open source projects and tutorials.


In Topic: Best Way To Comment Code Without Cluttering

03 August 2016 - 10:59 PM

As you get more experience ... you need less commenting ... but then you start working on bigger teams, where other programmers need you to comment.

 

I find that I only FORCE myself to comment in 3 cases:

 

1. When I'm defining an interface (pure virtual class for c++ peeps), and/or virtual base class method ... so people know what the contract is supposed to be ... not just exactly how its used today.

2. When I had to google something hard or unexpected to solve the problem ... or fix a non-obvious bug.

3. When I couldn't find good enough method names or variable names, so a comment was the only was I could read my own code from top to bottom.

 

I'm a big fan of long names and short methods ... but sometimes a name like "UpdatePhysicalDamageWithoutResistence" is just a silly method (and also usually a sign your code design / organization isn't great ... but at the end of the day sometimes you just need to write some more code).

 

Never write comments targeted for beginners or people who've never seen the codebase at all.  Write comments targeted at average intermediate programmers who've worked on the project for a short while ... that way you won't need to repeat the standard idioms over and over ... but you will point out the new and interesting stuff.


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.


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