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Member Since 19 Oct 2005
Offline Last Active Jul 13 2016 02:12 PM

Posts I've Made

In Topic: Just Starting Out

13 July 2016 - 09:23 AM

I think that there are plenty of online resources to help you explore concepts deeper and differently whenever they are introduced to you through a curriculum. Anything that you don't fully understand or want to get into deeper should easily yield google search results that are useful.


I'm 100% self-taught by way of the internet. I got into making levels for the older games, like Doom and Duke3D, and then got into modding Quake when it was still popular. At the same time I was playing with qbasic early on and then migrated to C all while learning how to take apart and modify existing games.. Then I got into reverse engineering and learned some assembly and started learning more about the machine-level way that things worked. From there I started learning hardware rendering in 2001 and doing stuff with OpenGL. I still remember what it was like to finally get a texture on a triangle, it was a beautiful thing.


Since then I've just been learning more and more about all the related topics. I know how, and have above-average skill at creating anything for a game, from 3d model geometry, animations, textures, sound effects and music, etc.. all just by exploring them on my own out of a sheer passion for game development.


Where there's a will there's a way! However, I do believe that some minds are more suited for dealing with things like programming. I got lucky there, and also got an early start playing with qbasic as a kid so I have a lifetime of working within the paradigms programming entails and it comes very easily to me. I've only one friend who never programmed before and decided to learn in his 30's, and he had a bit of a rough start but he's picking it up - and he's one of the folk who IMO has a mind for it to some degree.


But, as I said before, there are plenty of online resources - which includes all sorts of gamedev communities where a lot of people can explain things to you in a more 1-on-1 fashion, suiting analogies and metaphors to your needs in order for you to better understand whatever concepts you struggle with.


Good luck!

In Topic: Continuous 3d Level what is the best way to handle it ?

21 June 2015 - 03:13 PM

Provided your algorithm for generating the world is fast enough, you would want to have the world broken up into fixed-sized chunks, and keep only the chunks surrounding the player/camera generated.. As the player moves around, you will be tracking which 'chunks' are within a relevant distance. Chunks that aren't generated yet, which are close enough, must be generated (and then flagged as 'generated' to prevent re-generation). Chunks that are generated but have moved outside the max relevance-distance would be freed up. The end result is that the faster the player moves through the world, the more often chunks are being generated and freed.


Is this what you were looking for?

In Topic: Ways to setup true first person viewpoint

17 June 2015 - 06:32 PM

You could just have the camera on the head bone, and dampen it out, so that it's effectively 'chasing' the headbone, instead of solidly fixed to it.

In Topic: Skydome

08 June 2015 - 07:07 AM

I have used skydomes, but I offset/stretch them (when generating them algorithmically at runtime) so that the camera is closer to the top of the dome, and the bottom of the hemisphere at the horizon is lower than the horizon, to better avoid ugly discontinuity artifacts if player is up high above scene geometry.


Also, to eliminate any intersection with scene geometry, I don't even worry about the actual geometry/size of the skydome, I just disable depth writing when I draw it, so that everything that's drawn after the skydome will overlap it by default, even though the skydome is really just almost like a hat the camera is wearing around with a 1-unit radius.


For texturing I would pretty much just use the horizontal coordinate as the texture coordinate, and I would overlap textures and scale them so that there's a certain parallax effect. I would also fade the bottom of the skydome to black so it's not fullbright at the horizon.. This is, of course, also a stylistic choice and other options are available.


You could also incorporate a skybox backdrop, and just use a skydome to add cloud layers. There are a few games that have done this over the years.

In Topic: Expand 2D texture in 3rd dimension to create a model

08 June 2015 - 06:51 AM

I haven't played minecraft more than a few minutes, but I was under the impression that the items/weapons were just regular 3D models, made to look like voxel pixel-art. You could automate this process of generating a model from a texture, and have some other means of specifying the 'thickness' of the resulting model, but it also might be easier to just use regular 3D models.