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About Chrono1081

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  1. Unity Unity Tutorials

    [quote name='Taylor Ringo' timestamp='1326578784' post='4902779'] anyone knows where are the best sites to learn 2D game development with Unity 3? I would prefer video tutroials. and pretty much tutorials in genre like space shooter, platformer, maze, casual, mobile, etc. [/quote] Best site hands down in my opinion is this one: [url=""][/url]
  2. New zombie game but no engine

    [quote name='harleythr' timestamp='1324160080' post='4894884'] I want to make a parkour ( I.e climbing buildings jumping off ....) magic (think dual weliding plazmids, ) 1930ish to 40ish (retro style of art/deco ) of new yourk that also it has lvl up and crafting items but i have no indea for which engine to run it on!!! any suggestion [/quote] Ok, I've seen some not so great advice in the posts above so I'll say this: It doesn't sound like you have much experience. Without knowing your capabilities it would be hard to recommend anything. Not to mention the target platform is very important to know as well. If you do not have any skill in programming you will need to start there first, or you will be met with great frustration trying to build a game. As for game style, you can really use almost any engine that is a 3D engine (Unity, UDK, etc). The art style (art deco) has almost nothing to do with the engine and has everything to do with the artist creating the 3D objects used in the engine. You would need to find someone who has the skill set to make this kind of art work. Now, based on your engines capabilities and the capabilities of your target platform it may hinder the level of artwork (for example they couldn't model scenes with millions of ploys if you were targeting an iOS or Android device.) As for your game features, they don't seem well thought out. No matter this again is not engine specific so much as it is scripting specific. If you are using Unity you would script this type of system, if you were using UDK you could use scripting or possibly make something in Kismet that handles this. My advice would be to create a design document of your game with all the rules, levels etc in place. Once you have that then you can move on to creating the game.
  3. Hard Time Programming!

    One thing too to consider is when you start coding something on your own, its invaluable to make a flowchart or CRC cards or something. Too often I see people try and program from the top of their head and it just gets too overwhelming and they fail. If you've gone through some programming books and understand the concepts, you should be able to make some visual layout of your program and apply what you've learned to create it. You may not remember all of the syntax up front but if you can do something like "Create loop here that does this" and "Create struct here to store this data" etc etc on paper the coding part will be much easier and you can look up any syntax you forgot along the way.
  4. Thank you so much guys I will dig through these as soon as I get a chance and see what I can come up with. I promise too as soon as I get it figured out I will post a tutorial for others since I know some more people have this same question
  5. Hi guys, I've been looking for Mac specific OpenGL 3.2 tutorials and I'm running into problems. Either the tutorials are Windows based, or they are Objective-C based. I'm looking for a tutorial that is Mac based that uses C++ so that I can start learning newer OpenGL. I started with the OpenGL SuperBible, but it more or less teaches you their OpenGL wrapper, not OpenGL and thats frustrating and not what I'm after. I now have The OpenGL Programming Guide (Red Book) but its all old OpenGL (as mentioned on Amazon, but I was desperate and ordered it anyway). Swiftless has some awesome tutorials on his site but again, they are Windows based for the newer stuff (since Apple drug its heels with OGL) Does anyone have any suggestions on books, tutorials, or anything I can use to get started on OpenGL 3.2 for mac? I know there is the documentation but it is a bit over my head at the moment : / I have previous experience with OpenGL 2.1 (not a ton, but I can get what I need done generally) and would like to learn the new pipeline.
  6. Computer science or game programming?

    [quote name='Serapth' timestamp='1305386932' post='4810699']I would just say stay the hell away from the TV schools like ITT and Devry. [/quote] I'm sorry but this is the understatement of the year Unfortunately I am one of those students who went to DeVry for game development. I had no choice really because when I enrolled I needed a fully accredited online school (since I was going overseas to work for a few years) and sadly it was one of the only ones at the time. As someone who is two classes away from a degree there I can say that the school is worthless if you expect to be taught. Literally. The classes will start off strong, and things will look good. You will have C++ classes, classes on x86 assembler, math classes, physics, etc, and then about 2 years in things will change drastically. At first it starts with the programming classes, instead of building things from scratch you start to simply edit code that was already written (not to mention that code has bugs in it that are not intentional, its just sloppy work done by the course designer). Next you will be given classes where you work in UDK, sounds nice right? Wrong, its not UDK because too many students will have problems with it, so the professor will make you use UT3 editor instead. Not to mention instead of spending most of the time developing a project, you spend most of the time writing documentation. One of the classes was literally 6 weeks of documentation, 2 weeks of development. That does not give you anything portfolio worthy. You may also be forced to use Torque, but theres no way of knowing. The classes are almost random in what is used and accepted. Then comes classes that sound good on paper, but are poorly executed, like the multimedia programming class. They teach DirectX and OpenGL at the same time, and they use some awful, completely outdated (OpenGL 1.1!) books. There is no structure to the class, the first week is OpenGL and DirectX, the second week is OpenGL, then weeks 3 - 6 are DirectX, then back to OpenGL. There is no time to focus on the concepts, you only have time to debug, fix, and manipulate the bug ridden code that is given to you. Then, there is the projects. Many students at that school should not be in a game development program. They do not have the math or computer science skills to do it. This means one student, two if your lucky will end up carrying the entire class. Oh and don't expect anything usable for your portfolio because other students simply won't care enough to do a good job. Countless times you will hear from classmates that they have computer problems, or family issues, or numerous other reasons why they can't do work and the good students will be stuck doing the work. This will happen almost every single class where there is a group project, oh ya, most of the work is group projects. Then comes the end of the degree program. The syllabus says that you will learn to program a level of an MMO by learning network programming and such. Do you? Nope. You sit there and play random MMO's and write reports about them. You'll be a mean documentation writer with a degree from DeVry! ;) Oh, and if you think that you can just do some work and then learn stuff on the side, its harder than it sounds. The school will throw so much homework your way you will literally drown in it (if someone is not drowning in it they are probably one of the crap students not pulling their weight!). Its nothing for me to spend around 100 hours a week on school work. Thank goodness I am unemployed (by choice) at the moment. Oh and did I mention almost none of that is actually developing a game? It seriously isn't. Most classes are just documentation writing classes. Its horrible. I know I'm slamming the school but it deserves it, it really does. Supposedly the program underwent a radical improvement, but since I was too many credits in I couldn't switch to the new program so newer students may have a different experience. Let me just say this, there is a REASON why you do not see student success stories (in the game development section anyway), there is a reason there is no student portfolio section, and there is a reason why everyone says to steer clear of this school [img][/img] That being said not all students from DeVry are bad, there are those of us, like me who are simply there for a piece of paper and take learning into their own hands. I've been developing various projects for a portfolio that will hopefully land me a job. But please, only use that school as a last resort. It truly is a giant waste of money. Anyway, I better stop playing on Gamedev and get back to work. I have about 30 more 3D models to make and texture for my senior project. I refuse to let my senior project look like crap even if that is the standard of the school I go to [img][/img] EDIT: Oh, and it sucks paying $70,000 for a degree and being able to write the statement above, knowing that not one sentence is an exaggeration.
  7. [quote name='luca-deltodesco' timestamp='1308384524' post='4824745'] That is not correct. Firing your cannon horizontally, from a height 'h' to cover a distance 'd' before hitting the ground you have: (using your syntax) d = Vix*T 0 = h - 1/2 gT^2 so T = sqrt(2h/g) and Vix = d*sqrt(g/(2h)) g being your gravity [/quote] Thank you!
  8. Hi guys, I have a game I'm working on and there is a canon in the middle of the board that shoots things at players. This canon rotates around and always faces the player. The problem I am running into is calculating the force needed to shoot the projectile from the canon to make it land where the player is standing. The canon is not a regular canon so it just shoots projectiles straight out (instead of upwards first) that succumb to gravity and fall to the ground. The canon is sitting much higher than the players are. Basically the equation I am looking for will take the distance between the two objects (the canon and the player), as well as the height the projectile is fired from and calculate the force needed to throw the projectile from the mouth of the canon to hit the player. Does that make sense? Does anyone know what this equation is or where I can find it? This site explains closest what I am looking for (if you set the Projection Angle to 0.) but doesn't have the equation (or if it is its written kind of messy and I don't understand it, its not how I remember doing things in physics). [url=""]My link[/url] EDIT: I'm getting closer! I just need to find a way to put this into code. Here is the equation: X = Vix * T + 0.5 * Ax * T^2 My math skills aren't what they used to be and I need to get Vix on the opposite side of the equals sign so it looks like this: Vix = (rest of the stuff here). Anyone have any ideas? EDIT 2: Ok I think I solved it. Does this look right? (Its going to take me a century to put this into Unity script although I think I know how): Vix = (X + (0.5 * Ax * T^2)) / T
  9. [SOLVED] Iterators in C++. What am I doing wrong?

    [quote name='Brother Bob' timestamp='1307313328' post='4819885'] Have you defined an [i]operator ==[/i] to compare two [i]GraphicsObject[/i] objects? Also, why do you define an iterator somewhere other than local to where you use it? Do you have it as a member of the GLApp class? Don't do that. Define your iterators as local variables, preferably within the smallest possible scope. [/quote] Thank you for the reply. I moved my iterator into my removeElement() (my mind is fried from working on this, I have no clue why I stuck it up in the OGLApp class ) As for the == I didn't overload it. I didn't think I had to since the examples from the books I have don't mention overloading. I will try that next. EDIT: SOLVED! I'm stupid. I need to walk away from this thing (and learn more about STL, I never use it hence why I'm having so many problems. Here is what works for me: [CODE] void OGLApp::removeElement(GraphicsObject &object) { //Iterator to cycle through the mObjectList vector<GraphicsObject>::iterator iter; //Pseudocode for(iter = mObjectList.begin(); iter != mObjectList.end(); ++iter) { if(iter->ID() == object.ID()) { iter = mObjectList.erase(iter); iter --; } } } [/CODE] Thank you all again SO much for your help! I really appreciate it. Also, per suggestions above I will change it to a while loop.
  10. [SOLVED] Iterators in C++. What am I doing wrong?

    Thank you both for the help and tips so far Its greatly appreciated. Here is updated code that does things more correctly, but unfortunately I'm still getting an error that states: "Invalid operands to binary expression ('GraphicsObject' and 'GraphicsObject')" I highlighted in the code where the problem is. Here is the top part where I declare the iterator: [CODE] //Iterator to cycle through the mObjectList vector<GraphicsObject>::iterator iter; [/CODE] And here is the bottom section with my iterator [CODE] void OGLApp::removeElement(GraphicsObject &object) { //Pseudocode while(iter != mObjectList.end()) { if(*iter == object) //This is the problem section here { iter = mObjectList.erase(iter); } else { iter++; } } } [/CODE] Any ideas how to get rid of this error? All of the examples I am finding makes it look like you can make comparisons this way.
  11. Hi guys, I'm cleaning up some code for a project and I'm running into trouble. I have a vector of objects called mObjectList which displays primitives to be drawn on screen. I have a function to add new objects to the vector, and am now making a function to remove objects. I have a crappy way that works but I would really like to do it the proper way by using an iterator, and here is where I am running into problems. I seriously don't know why I am having such a hard time with this (I think I just need to step away from my code but its not an option right now :/ ) Here is where I declare my iterator: [CODE]//Iterator to cycle through the mObjectList vector<GraphicsObject>::const_iterator iter;[/CODE] And here is my function to remove an element (note the pseudocode section) [CODE]void OGLApp::removeElement(GraphicsObject &object) { //Pseudocode for(iter = mObjectList.begin(); iter != mObjectList.end(); ++iter) { if(*iter == object) mObjectList.pop_back(); } } [/CODE] There is code I am referencing from a book I have that is doing this exact same thing with no problems, I however receive the error "Invalid operands to binary expression ('GraphicsObject' and 'GraphicsObject'). What I want the code to do is simply compare the object passed to it with its location in the mObjectList vector and delete itself. Anyone have any suggestions? Also it should be noted I never use vectors so it could be something completely obvious I'm overlooking. EDIT: I should also note that originally I tried this: Declare iterator [CODE]//Iterator to cycle through the mObjectList vector<int>::const_iterator iter;[/CODE] And here is the function to remove the element in the code: [CODE] void OGLApp::removeElement(GraphicsObject &object) { //Pseudocode for(iter = mObjectList.begin(); iter != mObjectList.end(); ++iter) { if(*iter == object.ID()) mObjectList.pop_back(); } } [/CODE] But, this doesn't work either since the objects are not of int type and I get a warning saying = isn't overloaded which kind of suggests to me that this iterator isn't doing what I think its doing...(or more precisely, the mObjectList.being() isn't returning an int value).
  12. Preprocessor macros to detect operating system?

    Thank you so much everyone! I never use preprocessor macros as I'm pretty much self taught and not many books cover them in detail, but I knew I remembered seeing one that switched between Windows and Mac. This will be very useful for a class project of mine, I am on a Mac and the rest of our group is on Windows.
  13. Hi guys, I have some header files that currently look like this: [code] //MAC OSX INCLUDES #include <GLUT/glut.h> #include <OpenGL/gl.h> #include <OpenGL/glu.h> /* //WINDOWS INCLUDES #include <GL/glew.h> #include <GL/glut.h> #include <GL/freeglut.h> */ [/code] I could have sworn there was a way to make a preprocessor macro that would automatically switch between the two depending on the system your on so you don't have to comment out the includes that are not for the OS you are currently using. For example, if I am on Windows just the "Windows includes" are seen by the compiler, if I'm on Mac, only the "Mac includes" are seen. Unfortunately I can't seem to find anything that works. Does anyone have any idea how to do this? Is it possible? Any help would be greatly appreciated
  14. [quote name='Hodgman' timestamp='1305076351' post='4809206'] In a game studio, these guys might be called "technical artists" -- you might be able to find some more learning resources under that umbrella. [url=""]http://www.gamasutra..._technical_.php[/url] [url=""]http://www.skillset....icle_5287_1.asp[/url] Regarding Maya, the API is natively C++, but has also always been available through MEL. There was also a Python wrapper for MEL, which recently has been superseded by true Python support via "PyMel". Assuming you're not using C++ directly, then Python seems to be becoming much more popular than MEL these days. For making GUIs for your tools, familiarity with something like QT would be useful too (Maya2011's GUI library is QT - but your employer might be on an older version still). [/quote] Thanks so much! I'll be checking these out. I'm obviously a few years away of being able to apply for these types of jobs but I can't wait to start learning.
  15. How many of you have lied in your professional Resume?

    I'm having my resume professionally done right now and I really hope the creator doesn't change anything I listed as my skills. I'll be going for my first programming job (I have plenty of professional experience, its just in the IT field not in software development : / ) and my biggest fear is getting a job and not knowing as much as I thought I knew before applying : /