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Member Since 18 Apr 2005
Offline Last Active Sep 04 2013 06:39 AM

#5091458 Game Programming Online Courses

Posted by stanirya on 03 September 2013 - 06:56 PM

There's a c# game dev course that's new on coursera.

Was just about to mention Coursera smile.png They have some video game-related courses but now there's even a game programming course, pretty cool stuff.


Edit: there's another one too, about making games in Python - https://www.coursera.org/course/interactivepython

#5091427 As a one man team, would it be possible to make these kind of games?

Posted by stanirya on 03 September 2013 - 04:23 PM

I haven't played either but Bloons seems to be the more straightforward one and Castle Clash looks like it might be a bit more involved. The good news is that either one looks like it could easily be done by one guy, the biggest stumbling block would be the art and sounds though. But if you were to pillage free online resources for your assets you could code something like Bloons in a month or two for, if you knew what you're doing (conservative estimate, some people could code it in a day, YMMV). Since you do not have any experience or knowledge of the languages yet, I'd plan for six months.


Look at things that can help you speed it up - Game Maker, Unity (which supports Android and iOS), or some other software like that.

#5090891 Question about early development

Posted by stanirya on 01 September 2013 - 04:47 PM

I like and use LWJGL a lot, but if your goal is to actually make a game (as opposed to tinker with low level stuff) then I can't really recommend it for you to start with. It's possible but it will take more time and effort than necessary.


Look at Unity, look at UDK, look at Ogre3d, look at jMonkeyEngine or Ardor3D or Slick2D, look at GameMaker or RPG Maker. LWJGL has no facilities to help you speed up your game development, it's basically a low level graphics/input/sound API wrapper (but a very good one).

#5090556 How do I estimate a budget for a MMO?

Posted by stanirya on 31 August 2013 - 04:01 AM

The physical architecture you are going to need to support so many users is a big part of the problem. Load balancers, login servers, gameplay servers.... those costs are high and they're not strongly related to whether you license the core tech or roll your own (optimization questions aside). 


The architecture of your own program to run in such an environment is a big issue also, of course.


frob, that's a really interesting approach to estimating costs. I never considered going by the credits. There's some error built into it since on bigger titles you will have many people in the credits who did not nearly contribute for the whole duration of the project (testers, outsourced work, people who were hired part way through or who left), but this is counterbalanced by software projects always being over schedule and over budget.

#5089790 Engine Structure?

Posted by stanirya on 28 August 2013 - 05:20 AM

My very first design had exactly this, an omnipotent engine singleton (except mine was called Kernel but the idea was the same). At some point I realized that in my engine everything calling everything and everything depending on everything. Later I learned that this is called "spaghetti code", but back then I was just thinking "what a mess". 


Long story short, I started reading about it and discovered dependency injection as an alternative to singletons, which ultimately is just a fancy way of saying "just make an instance and pass it around". This looked worse than the singleton at first, because suddenly my empty constructors had to take multiple engine systems as parameters, but in the end this was actually more useful and readable. The systems are better off being decoupled and the dependencies are made explicit.

#5089308 Looking for an estimate for making a game demo

Posted by stanirya on 26 August 2013 - 04:37 PM

There are people who will cheat you out of gladly take your money. They might even (pretend to) make a demo for you. They will generally be more interested in the money than in your game/vision, and given today's budgets, unless you have something extremely basic in mind or want to make a mobile or casual game, 20k won't really get you very far (and even mobile/casual budgets have expanded now). 


I suggest that you take a different approach. If you're not much of a programmer, take a look at Unityor Unrealand see if you can whip up something yourself. These are platforms that do not require much programming knowledge to get started. This approach won't cost you anything except your own time (both have free versions) and will likely get you further towards your dream than hiring some random programmers and artists/modelers to do it for you. 

#4620821 [java] Java Game Programming help

Posted by stanirya on 18 March 2010 - 10:51 AM

Original post by Tac-Tics
No one writes applets any more.

Plenty of Java applets have been written lately and are still being written right now, many of them games, most with hardware-accelerated 3D support using LWJGL or JOGL. The Applet plugin itself has gone through major improvements in terms of stability in recent years.

Original post by Tac-Tics
Java is generally not a good fit for games. As a language it's perfectly capable (fast enough, with enough library bindings), but the mindset and the community supporting Java is not games.

There is community support for making games in Java. Apart from people here at GameDev, there is also JavaGaming.org. There are also numerous Java game middleware libraries such as jBullet, Slick, and the many libraries released by Three Rings Software. The Project Darkstar, axed by Oracle last month, is now a community project, too. Not to mention the gazillion Java ME games on mobile phones around the world...