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About tapir

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  1. If it's not that great of a program, what 2D game development programs would you recommended over Game Maker?
  2. [quote name='EgoDeath' timestamp='1322766098' post='4889521'] [quote name='Serapth' timestamp='1322760950' post='4889473'] Do new pilots start on an Airbus A300? No, they start on Cessnas. In programming though, people always want to skip the learning stage. [/quote] Yes on a Cessna well done. An aircraft with no bad habit's, a highly 'managed' airframe, flown in highly managed environments (training). That's the closest they get to hands-on. From there it's all just monitoring an autopilot. By the time they are on an Airbus [i]A300[/i], they have forgotten how to fly. Sad but true. Anyways seemed like a good analogy at the time. [/quote] Thanks for the replies, but all these different analogies about C++ are confusing.
  3. [quote name='Hodgman' timestamp='1322715052' post='4889312'] 1) By definition, games programmers need to know programming languages. For beginners, C# is almost universally recommended over C++, because it's a lot easier to use correctly ([i]C++ is a dangerous language, for veterans and beginners alike[/i]).[/quote] What do you mean by 'C++ is a dangerous language'? A lot of people seem to use it.
  4. [quote name='Jungletoe' timestamp='1322716936' post='4889317'] [quote name='tapir' timestamp='1322713991' post='4889308'] Some time in my life I would like to make video games, because I enjoy playing them and am good at drawing and writing. [/quote] May I suggest becoming an artist/designer instead? You need to realize that programming is ALL math, while subjects like English (I assume this is what you mean by 'writing') and drawing are less used, but still useful in basic engineering and team projects. So you need to take one of these options: A) Go with your strengths and attempt art and design. You will most likely not be payed as much (disputed) if you try to get into the industry, but if you're visual then this is for you. Start making 3D models with Blender or create pixel art with MS Paint (it may sound primitive, but it's the best option for pixel art IMO). B) Tough it out, work on your math skills and research math in your free time, and choose programming. This is the path I chose (I fit the exact criteria you described) and I am enjoying the challenges associated with it thus far. This path is extremely hard and stressing (you'll run into a lot of dead-ends, bugs, etc) but pays off eventually. This path also is 99% math, so prepare to take high level math courses in college if you wish to get a degree. [/quote] I'm pretty good at math and it is one of the most fun subjects, but I usually practice art instead studying math work. Because of that, my (highschool) grades have suffered, but hopefully summer community college classes will help. Have you ever heard a graphics gale? If not it's a pixel art/animation program. Here's what it looks like : [img]http://www.kopona.net/uploads/posts/2009-03/1236197975_graphicsgale_interface1.png[/img] Based on the image, is it a better software for creating sprites? Is 3D programming easier or more difficult?
  5. Some time in my life I would like to make video games, because I enjoy playing them and am good at drawing and writing. First question: In order to be a game programmer, do I need to learn a programming language first? If so, do you think C# or C++ is better? Second question: Is it better to create a game engine or use a pre-existing one? The idea of creating a game engine seems overwhelming to me. Third question: What is Blender? Is it a game engine, or graphics engine? Forth question: Can the Havok physics engine be use with Blender? Fifth question: Does blender have Maya (a 3D modeling software) support, because I'm used to using Maya? Last question: should I start out with a simple game development program like Gamemaker?
  6. It requires knowledge of physics to develop a physics engine, but do I need to learn physics to use a pre exsisting engine?
  7. [quote name='Rattrap' timestamp='1305914704' post='4813554'] The chapter break downs make it look interesting. The estimate number of pages listed for each chapter makes me a little skeptical if they are accurate. It looks like they are trying to cram a lot of material into a very small number of pages, in my opinion. [/quote] It is a book that relies heavily on video tutorials that will be available on the website once the book comes out,
  8. Personally, it looks like an amazing book. [url="http://www.elsevierdirect.com/ISBN/9780123751034/Essential-3D-Game-Programming"]http://www.elsevierdirect.com/ISBN/9780123751034/Essential-3D-Game-Programming[/url]
  9. I noticed that when looking in most professional 3D games directories, the thousands of image files used for textures are nowhere to be found. Where are they stored? Are they compressed into several smaller files? I am assuming that they are, because thousands of textures would most likely take up a lot of space. How can this be done? Are there any tutorials?
  10. [quote name='RobTheBloke' timestamp='1301671026' post='4793098'] [quote name='V-man' timestamp='1301664796' post='4793042'] Better yet, invent your own format. [/quote] ^^ that ^^ And write a small external tool to convert data from .x / .fbx / dot xsi / crosswalk / collada to your own format. [/quote] I was planning on making models in Maya and loading them into OpenGL. How do I create a 3D model format that supports skeletal animation and make and Maya exporter for the format? Are there any tutorials/books on that?