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Member Since 19 Dec 1999
Offline Last Active Jul 01 2015 05:32 PM

#5237466 graphics library or game engine?

Posted by Eck on 29 June 2015 - 05:22 AM

If you haven't made any games yet, then jumping into a multiplayer isometric game is probably a mistake. You'll quickly get overwhelmed and lose your motivation as you hack things together into an unmaintainable jumble of spaghetti code.


Have a look at this article. It tells you which games you should make first and why:



Oh, and I really liked what little time I spent with the Irrlicht Lidgren networking library. I don't have a ton of networking experience but I got some basic multiplayer logic going without too much headache.


- Eck

#5234606 Starting out - making sure I am doing it right

Posted by Eck on 13 June 2015 - 09:10 AM

2) I know I just need to commit to something and I want to at least start my programming journey with video games. From what I have read it sounds like I should probably start with C# as my first language. It seems that it will allow me to do more with development than Python may in the realm of video games. I know Python has capabilities but C# has been used extensively in professional development and is also able to be used on Mac OSX if I am understanding things correctly.


Pick something and get started! I recommend C# and Unity, but ask 100 people and you'll get 100 answers. They'll all have good reasons. But if you don't pick a direction and go, a year from now you'll still be standing in the exact same spot deciding "what would be best" and STILL not doing anything. Analysis paralysis at its finest.


If you have 0 programming experience, you'll probably need to learn at least the basics of a language. Preferably the language you're going to use to write the games, but not necessarily. Khan Academy has a good educational programming site. It's targeted towards kids but the information is good. I'm helping my daughter run through it. The language is JavaScript but it's visually similar to C# and the concepts  will translate over just fine to C#.



- Eck

#5233915 I get distracted with my other hobbies when watching video tutorials. [Read M...

Posted by Eck on 09 June 2015 - 03:22 PM

One trick to avoid getting distracted is to avoid the temptation in the first place. It's tough when the tool you use to be productive is the same tool you use to goof off. I suggest that you create a Developer persona for your productive YouTube watching. Only watch and subscribe to dev related videos when logged in with your dev account. That way all the history tracking and content matching they do will focus you on dev. 


If force yourself to take the time to log out of goof-off mode and log into dev-user, you'll hopefully gain some psychological benefit out of that too. In order to goof off, you'll have to expend some effort log back out of your developer user, then log onto your goof-off user. Then your goofing off is no longer accidental. It's a conscious choice that you're less likely to make.


- Eck

#5233678 Calculating how many buffers needed

Posted by Eck on 08 June 2015 - 06:54 PM

It looks fine to me. You could try it with smaller numbers and see if it lines up with your mental understanding:


Try a largebuffersize of these values and see if it returns what you're expecting










- Eck

#5232840 What is the Purpose and the Difference " " vs <>

Posted by Eck on 04 June 2015 - 03:25 PM

Whether you use <> or "" in the include directive determines where and in what order it searches for the included files. MSDN can explain it better than I can:



I'm not sure what you're asking in your second question. Are you just asking about the differences between classes and structs? Or can C++ do inline initialization now?


I think the only difference between class and structs, is the default access modifier. The members of classes are private by default while structs are public.


- Eck

#5232837 Absolute beginner - Where is the best place to learn the design aspect of Unity?

Posted by Eck on 04 June 2015 - 03:09 PM

I also don't understand what you mean by "Unity Design". Can you give us an example of what you're talking about?


Wikipedia: Game design


Unity should be able to support almost* any game you could accomplish on your own. So you can design whatever game you want and develop it in Unity.


But to learn "Unity Design" doesn't quite make sense


- Eck

#5232834 How do Open World games work?

Posted by Eck on 04 June 2015 - 02:58 PM

So for well written video games: If a tree falls in the woods and noone is around to hear it, does it still make a sound? 


The answer is no. In fact there's probably not even a forest.


- Eck

#5231256 Line of Sight - Topdown Game

Posted by Eck on 27 May 2015 - 10:04 AM

Awesome. Do you see obstacles behind your obstacles? 


*  |  |


If the * is the smiley and |'s are walls, can you see the 2nd wall or is it obscured in shadow?


- Eck

#5230574 Line of Sight - Topdown Game

Posted by Eck on 23 May 2015 - 09:25 AM

Take a look at the asset store. Here's a free project with dynamic lighting and shadows:




- Eck

#5230525 Game Programming from 0 or using already made game engine?

Posted by Eck on 22 May 2015 - 09:24 PM

Well, at 0 experience and no game, you're a long way off from having to worry about making $100,000 in a year. If you do manage to stick with it, learn to develop games, code one, release it, and it makes 100k... Then set some aside for taxes, and set 1,500 aside for Unity. Until then, feel free to use Pro in the meantime. :)


- Eck

#5230478 Academic programmer wants to make a game

Posted by Eck on 22 May 2015 - 02:40 PM

Before you discount Unity and lump it in with GameMaker, take a look at the unity webiste. Specfically the tutorial section:



You're not just dragging widgets around and using some proprietary scripting language. You can use C# and concentrate on the game logic instead of low-level frame work code.


If you want one more step closer to the metal, try OpenGL, DirectX, or SFML as was suggested before.


But seriously, watch a few tutorials from Unity before handwaving it away. :)


- Eck

#5230303 Monogame tutorials

Posted by Eck on 21 May 2015 - 02:55 PM

MonoGame 3.4 was released April 29, 2015. That's less than a month ago.

MonoGame 3.3 was released March 16, 2015 That's about 2 months ago.

Whereas 3.2 was released in 2014.


You're not going to get a ton of walkthrough's and tutorials at the bleeding edge of releases. I'm not sure if there are any api breaking changes or not from 3.2 to 3.4, but if you're worried about it, you can always just download the 3.2 release instead.


In the early days of your game-development career, it's less about all the mega-awesome features of the new framework, and more about learning how to write games. The tutorials written in 3.2 will be more than sufficient for your needs.


- Eck

#5229442 Anyone know a really good place to learn UE4

Posted by Eck on 17 May 2015 - 08:39 AM

Thank you but it focuses more on the blue print system but i will check it out.  If anyone can find more tuts I would be welcome to it


Terribly sorry. I searched for ue4 tutorial c++ instead. The top link appears to be a walkthrough of a First Person Shooter like project. Try that...



- Eck

#5229398 Anyone know a really good place to learn UE4

Posted by Eck on 16 May 2015 - 10:00 PM

I typed ue4 tutorial into Google. The first link was a list of all the tutorials in the official Unreal Engine channel. I'd start there.




Going with an engine is a smart choice. A first person shooter is definitely too much to handle without an engine. With an engine, it's still going to be tough if you're as new as I think you are. 


Once you start getting more comfortable with the engine and after you've make some of those simpler concept games. I'd type in ue4 fps tutorial into Google.


- Eck

#5227348 3rd person action game tutorial.

Posted by Eck on 05 May 2015 - 12:05 PM

When you say "I just learned programming with C#" and post in the beginner forums, I'm guessing you have between a few weeks and a few months of C# experience under your belt. If you haven't written any other games yet, I recommend starting much smaller than a physics based, 3D fighting game.


You asked me to point you in the right direction, so I'm going to point you over to much simpler games. Here is a great article for starting out. It covers which games you should start with and why. I can't recommend it enough:



Here's a few links to get you started with MonoGame/XNA tutorials:








You'll want to use MonoGame since XNA has been deprecated and the MonoGame community is still going strong. But XNA tutorials are still a good source of learning.


If you want to ignore my advice and jump into the deep end, search for MonoGame or XNA 3D fighting game tutorials. If you get too frustrated take a step back and try it my way. :)


- Eck