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Nexian

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About Nexian

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  1. Hello all,   I have been searching the web trying to find the information I want, but generally it gets very generalized and I am hoping someone here will be able to give me a more specific answer.   Basically I have been making my own 3D engine using C++ and DirectX but I get the feeling that a lot of this is reinventing the wheel. Things like setting up GUI elements, sorting out texture and model loading and animation, writing in screen resolution and full screen options, etc etc   I get the impression that whatever I write will have been done before, and done better as it will have been tested more extensively. Overall, what I want to do is actually make a game, but I am getting buried in all the graphical and settings programming and finding myself unmotivated because of this.   So, what I'm looking for:   First, I have decided a 2D game would probably be an easier start for me and let me get foot in the door. I am looking for make the game for distribution on the PC and possibly a mobile device (iOS or Android, but PC if nothing else) The game would use an isometric viewpoint. I don't think this is a big factor in terms of engines, but worth mentioning. I would ideally want to work with C++ or C#   Ideally I am after an engine that deals with 2D graphics and the core of the game (i.e. window creation, resolution, texture storage and manipulation, etc) while still leaving me a lot of freedom in terms of design and coding. An engine with good tutorials or examples would be ideal :)   Thanks to anyone who managed to read through all of this. I did to a lot of searching but it hard to find anything too specific. I just want to see an engine that is basically "This engine does what you want, it will let you release to this platform independently and here's some tutorials for it". 
  2. Hello all!   I constantly think up new questions while I am pondering over game mechanics or common game concepts and I was wondering if there is a place where these things are discussed in full detail.   Things like:   Game Server/Client code: Do you make your own? Is there a common library often used by developers that incorporates functionality for encryption and efficient packaging? Does a single player game just use a local server or is there a totally different structure? Is there a general standard? Do's and Don't's? Standards for SQL based server side storage of permanent and real-time data? Best practices for preventing hacking via packets? etc. Loading your game: How to load your game successfully over as many PC variations as possible? Fullscreen and Resolution structure and initialisation? Texture storage? Saving settings (config file?)? Error reporting? etc. General flow of development. This one I think is the hardest for me. I get tangled in knots. I want to make the texture storage, but then I need to make the checks for resolution better when initialising. But I really want to just start making the game. Can I do that before fully implementing a client/server structure? How about sorting rendering in view? What if something changes mid development and I have to change a ton of older stuff? Maybe I should do the chat log first with a text write out for debugging later? etc. I just end up worrying over what to do and end up doing nothing :P I am not after perfect solutions to my issues here. But I generally feel like I need a real guide to these things. Something that says "When making a game, this process is done by..." rather than examples. Most server/client structures I have seen, for example, generally conclude with the sentence "Of course, this is only a basic model and would by woefully inadequate for a real system". I.e. good for showing the concept, not good for practical application. In the case of the server/client I don't want the code written for me, but I want to know what else is needed.   Short version. I have been dealing with vague for a while. I could really do with some helpful web or book references that focus on specifics. Ideally using C++ and DirectX. But I don't really mind about the language so long as the concept is there.
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