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GraySnakeGenocide

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  1.   I was looking for a keyboard shortcut cheatsheet. But the one kburk suggested is great. So I'm good.
  2.   Everything is the same in 2.6 then? For the most part?
  3. I checked google and haven't found anything, and I grabbed the one from http://gryllus.net/Blender/3D.html. But it does not have all of the shortcuts.
  4. Daaark, do you have a link to the Sony indy thing?
  5.   Yes   I plan to refesh my memory on everything from algebra up to the stuff needed for 3D math.   No, but I am working towards learning Blender3D.   No, I am self teaching, I plan to go to college here soon though. Until then I am self teaching.   Okay, so you know a bit about programming(I will assume a beginner in C++ and use it as an example from here on), you don't know the maths involved or have forgotten it, and you have not loaded up any 3D program whatsoever...   1) Lets talk C++ and upcoming education.  This should be your main priority and you need to learn programming like the back of your hand.  Enrol in a course at College that teaches a computing language and the basics of computing. Does not matter if its teaching C++ or not - just do it.  Now, in your own time, learn C++ from SAM's Teach Yourself C++ in 21 Days.  So long as you've installed Visual C++ Express, you can work through it.   If you really want to be able to program games then just see this advice through. Being self-taught is important, but if you can complement it with some formal education then you will learn it much quicker.   2) Maths. Second most important thing you need to learn.  Definitely look at trigonometry first(find out what SohCahToa is!), and then basic substitution in Algebra. You might be able to mix in Maths with your college education, which would be a bonus. Start small and just keep at it, but don't avoid it.   3) Blender, Max, Maya and all things 3D modelling & animation.  This is not an easy thing to do, although it has become much easier in recent years. If you can, learn either Max or Maya. They are the top dogs of that industry and a worthy addition to your CV. On the other hand, you can do the same stuff in other packages, and like programming, its 90% what you know about 3D in general rather than what tool you use.  Which ever tool you use(I use Silo, Blender & Paintshop Pro), learn your skills in this order: polygon modelling, texture creation & mapping, rigging & animation, rendering. If you can only learn one of these, learn polygon modelling(I recommend Silo if you are a beginner). Like I say, learning this is time consuming(a task as great as learning programming) so only worry about it after you sort out your programming and math skills.   ...so, you are a professional programmer first, a swanky mathematician second, and then a tree-hugging-hippy-3D-artist third. Bill, this is going to take some time, so accept you are in the learning stage for the next two years and keep in mind what I have said here as to what you need to do.  If you look after your skill as a programmer, then it will look after you in turn.   That's really all I have to say. Well, there is more but I doubt you'd find it interesting...   ( a load of GameDev subscribers now put pistols to there heads and fire away! o_O )   I appreciate some of the advice I guess.   I won't use Sams Teach yourself in 21 days because I've heard by a LOT of people it's a horrible resource.   I know what SOHCAHTOA is. Seriously, I'm not that stupid.   As for modeling, I understand, but aside from the things you listed, there are a million concepts I need to learn about involving it, (I already know about topology, to an extent, theres more, but I just woke up and can't remember the ons I know). Other than the ones I know, idk how many 3D concepts there are exactly
  6.   Yes   I plan to refesh my memory on everything from algebra up to the stuff needed for 3D math.   No, but I am working towards learning Blender3D.   No, I am self teaching, I plan to go to college here soon though. Until then I am self teaching.
  7. This doesn't bode well...   This because I want to use/feel more motivated to use C++.   Why? I don't know, I just can't seem to care about C#, letalone XNA, which is dead.   And yes I know about Monogame/FlatRedBall, but still.   Bottom line is, I am going to learn SDL/OpenGL. But I can't find squat for modern tutorials that use just them. Everything I find is outdated/doesn't use SDL/uses crap like FreeGLUT,etc.
  8.   This, to me, is the telling sentence here.  I put in a full day of coding at my day job, then spend 2-3 hours a night working on my game project.  I live, eat, and breathe code, some of it which is as complex as game code, albeit in a different way.  I would imagine that most other coders here tend to live the same way.  If you're trying to pick up game programming at the same time you're trying to get back up to speed on coding, you're honestly fighting two battles.  You also didn't mention what your background and former work involved, so that factors into the choice of tools to use.    I would suggest looking at using C#/XNA 4.0, along with Riemer's tutorials.  I have moved on from doing C#/XNA, but it was good to learn game coding techniques, and you can explore both 2D and 3D programming.  C# is a good general purpose language, too, and while MS seems to not be supporting XNA in the future, it's still good to learn with.  C++ is a whole other kind of beast and learning it while learning game coding techniques is honestly just asking to fail.   Start out with a Hello World sort of 2D game -- my first game was a cannon, guided by the mouse, that shot a cannonball at a moving target.  Simple, but enough to get a handle on input, game logic, game loop, etc.  Text-based games aren't going to help, and something 3D is probably too much at this point, so a simple 2D game is a good start.  You could even do a Frogger clone with a reasonable amount of work.   truth be told, I am sick of XNA/C#. I just can't keep interest in them.
  9. I plan to get started, using SDL/OpenGL.   Theres only a small issue though.   There are so many extentions/acronyms, that I don't know what I need/what I don't need.   People have said GLUT, FreeGLUT, are old/not to be used, which are like a smaller SDL, with better OpenGL support, instead use GLEW, there is GLSL (which I know is a shading language, which I assume is very important).   Someone also mentioned GLFW.   Problem with a lot of the tutorials I'm coming across, all use freeglut.   So I have no problem getting started, I just don't know what the heck I need TO get started.
  10. DirectX is MS only, though Wine can offer emulation for other platforms. This is a pretty complicated field you are looking to get into. It's not overtly difficult, per se; there are areas of computing that are more challenging than game development. Nevertheless, you are going to have to learn to deal with some complexity. Google is your friend. For instance, if you used Google properly you would know that GLFW, FreeGLUT and SDL all fall into the category of abstraction frameworks that make it easier to create a window and initialize OpenGL, so you only need one of those; while GLSL stands for the GL Shading Language and is the language you would use to write shaders. Forgetting OpenGL altogether won't remove from you the need to understand a technical framework (trade the GL API for the Direct3D one, trade GLSL for HLSL). The other posters in this thread have offered some good advice: figure out what you want to do, then figure out the very simplest set of tools you need in order to accomplish it. Don't get overwhelmed worrying about all the latest 3- and 4- letter acronyms, the latest technologies, etc... Frameworks such as SDL and SFML offer abstractions so you don't have to worry (yet) about the deeper technical aspects of OpenGL or Direct3D. Move up to more advanced stuff once you have a good grasp of the basics. And understand that nobody on this forum or any other is going to solve your problem for you. No amount of forum posting or question asking is going to replace the simple acts of closing your web browser and opening your IDE and applying your brain to the active process of learning by doing.   that was...unnecessarily rude.
  11.   So I should forget OpenGL altogether?   I've been trying to figure out all of the crap I need to download aside from SDL for OpenGL.   I see a million things like FreeGLUT, GLFW, GLSL.   I figured DirectX was a microsoft only thing.
  12. And it doesn't help the only games I can think of making are 3D.   AKA big projects that I shouldn't be focusing on as someone who hasn't really programmed squat in the 4-5 years I have been on/off programming.
  13.   I want to make games too but you have to crawl before you walk, walk before you run, etc.   I have a LOT of books, a very good one in C++ Primer, but I get sick of reading so quick that I am not really going anywhere.
  14. Someone told me the order I should work on things is as follows:   1. c++ basics (types, functions, classes, pointers, includes <iostream> <fstream> <sstream> <stdio.h>) 2. sdl with the posted tutorial and/or sfml 3. opengl   thing is, i have no idea how to use those libraries. Letalone what programs to make using them.
  15. What I mean is, something that gives you exercises to practice specific aspects of a language? IE focusing on pointers, focusing on classes, focusing on polymorphism, etc? I have a million good resources to learn the stuff, I just have no idea how to practice using the stuff I'm learning in a sense.