Morzorr

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About Morzorr

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  1. [quote name='Hodgman' timestamp='1321843890' post='4886076'] [quote name='Morzor' timestamp='1321838043' post='4886041']So what advice could you offer, if any? Thanks in advance.[/quote]As dpadam450 is alluding to, there's many different things that you can call "modding" -- from editing a few textures, to using a level editor to make some missions, to re-writing an entire rendering engine. The thing that makes these activities "mods", is just that they're based on an existing game instead of being done from scratch. Some mods just add a new coloured monster to a game, other mods take a game like Half-Life and reinvent it as [url="http://en.wikipedia.org/wiki/Counter-Strike"]Counter Strike[/url]. In the first extreme (just tweaking content), you're not going to learn much other than how content files are created for that particular game. In the second extreme ([i]making a whole new game[/i]), there's really no difference between it and professional development. So what you get out of it depends on what kind of modding you're doing, and where it lies between these two extremes. For me, when I was first learning C++, I wasn't very familiar with how to structure projects, or how to write anything bigger than simple text-based games. When I downloaded the C++ source code to Half-Life, it made for a great learning environment for me -- for example, I could take existing weapon class and play around with it's code to see how it works (e.g. making machine guns fire shotgun shells, etc)... From there I'd eventually learn how their whole weapon/inventory system worked, and how it was structured. Keep repeating this play/exploration for long enough, and I'd read/learnt the whole C++ code-base for a real commercial game. It was as if I had been a part of their programming team, and had worked on the code-base alongside the original programmers - I knew how it all fit together, and which parts I needed to change to make a particular modification to the game. N.B. this was a long process, I played with that code-base for about 5 years in my spare time, while attending high-school/university. After a few years of "modding" ([i]by which I mean, "writing C++ and making content for the [url="http://en.wikipedia.org/wiki/GoldSrc"]goldsrc[/url] engine"[/i]), my confidence as a game programmer was through the roof, to the point where I could happily write my own engines from scratch without assistance, and intuitively know how to structure things. So if you learn well from playing with other people's code, then go ahead and download some real game code and mod the flip out of it. Alternatively, if you learn better from books/tutorials, then stick with those instead. [quote name='Morzor' timestamp='1321832718' post='4886020']I want to make games, be that writing storylines, scripting, actually programming, engine development; I just want to make games.[/quote]It's always helpful to be as multi-skilled as possible, but if you're interested in a career, then you need to pick one of these and specialize in it more than the others. IMO, modding lets you be quickly exposed to many different responsibilities (designing levels, writing game code, writing new engine systems), so it might be a good way to find what you like the most. Regarding the required programming skills: Designer, Level-designer - often no "scripting" knowledge required (just design knowledge), sometimes something like Lua programming would be required. Gameplay programmer - Usually a higher-level language, like Lua or UnrealScript is required. Sometimes C++ is also used. Whether or not C++ is used, it's probably assumed that you're proficient with it. Engine programmer - A high level of proficiency in lower-level languages like C/C++ is required, plus some technical speciality is appreciated, like knowing DirectX/OpenGL, or knowledge of physics engines, streaming systems, audio libraries, etc... [/quote] Thanks very much! So what games would you advise looking at, apart from your example of HL1?
  2. [quote name='Hodgman' timestamp='1321836647' post='4886035'] [quote name='dpadam450' timestamp='1321834124' post='4886026']Your opinion of modding is actually wrong. Modding will only teach you 1 thing: how to use a specific game engine tool (UDK/Source/CryEngine) and how to design some levels, and iterate on them to make them better. Modding will not teach you how to do coding, 3D art, how to actually structure a game project. You can't know how to structure a game project until you actually go and write a simple 2D game.[/quote]No offense, but that's complete BS. If modding requires you to write thousands of lines of C++, how could you nor learn coding? If it requires you to make 3D art, how could you not learn how to make 3D art? If you're exposed to the internal structures of a real commercial game project, how could you not learn about how to structure game projects? Actually working on a real, professionally-written code-base is going to teach you much more about game-structures than your own unguided attempts at making your own code-base from scratch. [quote]And when I used to try and make teams with people on Moddb.com, those modders never ever got better at anything or really made even the simplest game. It is much better on a resume later to have written your own tools in say c++ and know how the game engines work. If you already took ambition to learn c++ then you are on your way to be a c++ engineer. And one more thing, I don't know any engineers that actually modded a game.[/quote]You can't say that you know "how the game engines work" unless you're experienced with them, which means working with a game that uses that engine. Modding an existing game is a lot easier than making a game from scratch, so it's a good way to gain experience with an engine. On my first resume for a games job, my main experience was [url="http://www.moddb.com/mods/move-in"]movein.moddb.com[/url], a HL1 total conversion that a team of newbies built over ~4 years, involving countless lines of C++, and a huge list of new game assets of every type. A bunch of my university classmates applied for the same job with their portfolios containing their home-made [b]"[/b]game engines[b]"[/b] -- guess who got the job? They guy who could explain the content-creation pipeline of every HL1 asset type and the inner-workings of every system in the HL1 code-base ([i]including AI, rendering, effects, networking, audio, physics, gameplay, UI, persistence, asset compilation, etc[/i]), or the guys who can show off their D3D 101 classwork? [/quote] So what advice could you offer, if any? Thanks in advance.
  3. [quote name='Tom Sloper' timestamp='1321835484' post='4886029'] This is a career question, so this is moving to Breaking In. Morzor, please have a look at this forum's FAQs, including the "Is It Worth It" FAQ (#66) and the "Passion" FAQ (#40). The FAQs link is above. [/quote] Surely this is a beginners question, am I'm asking about a route of study (although I agree, the title is misleading given the actual queries)
  4. Ok, so, I want to make games. I have the capability of learning everything (or I'd like to think so), I just have absolutely no direction. I want to make games, be that writing storylines, scripting, actually programming, engine development; I just want to make games. I read somewhere, that its worth dabbling with modding for a while until you understand what makes a game and how to structure a game/project. Would any of you agree with this? Any further advice on this would be great too (where to begin, tut sites, games to mod, etc) The ideal is that I will learn c++, then dive into working with opengl/directx until I am comfortable to begin "from scratch" projects. As i said earlier though, I have no idea where to begin. Iv been rereading over c++ primer and getting into the nitty gritty of it and feeling comfortable. Is there anywhere I can go or anything to read that will guide me on some sort of path to learning what I need to? I understand that I'm not going to make a game over night, I just need some direction on the learning. Thank you in advance.
  5. Compiling .o and .a files for C::B

    You've been a big help, cheers! Ill try all this in the morning.
  6. Compiling .o and .a files for C::B

    [quote name='JTippetts' timestamp='1314574038' post='4854873'] Then for those you need to link to GLEW. Do you have a working GLEW library? [/quote] Only a .lib, do I need a .a?'
  7. Compiling .o and .a files for C::B

    [quote name='JTippetts' timestamp='1314572905' post='4854870'] And you're sure you've added the files [url="http://code.google.com/p/oglsuperbible5/source/browse/trunk/Src/GLTools/src/GLBatch.cpp?r=93"]GLBatch.cpp[/url] and [url="http://code.google.com/p/oglsuperbible5/source/browse/trunk/Src/GLTools/src/GLShaderManager.cpp?r=87"]GLShaderManager.cpp[/url] to the project? [/quote] Yep. When I do that I get "undefined reference to __glew..." errors
  8. Compiling .o and .a files for C::B

    It wants me to link all the standard opengl libs, as well as freeglut. The undefined references are to GLBatch and GLShaderManager. Its an absolute nightmare. To be fair, your right; I don't have a clue about project management.
  9. Compiling .o and .a files for C::B

    Tryed it, still getting stupid undefined reference to errors. This book has become an absolute nightmare. OpenGL superbible 5th edition is an absolute piss take to set up. Is there ANYWHERE on the internet that has ALL the binaries and guide on where to put them and what the **** to do with them?
  10. Compiling .o and .a files for C::B

    Right I think these needs to be put in the most simplest format you can. ? Iv got source, its cpp, apparently it needs to all be a .lib or .a file. All the files I need are in a single directory. How do I compile that directory using Codeblocks into a library? Im sorry for sounding so stupid but seriously, iv been at this for days now.
  11. Compiling .o and .a files for C::B

    [quote name='JTippetts' timestamp='1314568973' post='4854842'] You can't "run" a library, you can only run an executable that links to the library. [/quote] I know, thats why i dont ****ing get it. UGH.
  12. Compiling .o and .a files for C::B

    [quote name='JTippetts' timestamp='1314562014' post='4854806'] .a files are just static libraries. Create a new project, designate it as a static library, add your .cpp files, and hit Build. voila, a bin directory full of .o files and one .a file. You will have no practical use for the .o files (as the previous poster said, they're just an intermediate step between compilation and linking) but the .a static lib can be linked to by other projects. [/quote] "You must select a host application to run a library. Basically its the GLTools source files from OpenGL SuperBible 5th Edition. This is a NIGHTMARE.
  13. Hi, I've got some source for a book I'm reading and its all in cpp files at the minute. I was wondering how do I make it .o and .a files with mingw, so I can create a library?
  14. OpenGL SuperBible 5th Edition - Problems

    I think I've found the problem, and it may turn out I'm using the wrong lib files. How do I compile say a directory of files into a .a file with C::B?
  15. OpenGL SuperBible 5th Edition - Problems

    [quote name='dfighter' timestamp='1314486208' post='4854580'] Sounds like you are not linking the libraries you need. The header files only contain the interface definitions for the API, not the actual API code. [/quote] [quote name='EddieV223' timestamp='1314495189' post='4854608'] add the proper lib folder to your project and add the proper .lib files to your project dependencies as well. [/quote] As far as I know, I've linked all the .lib files I need. And I've gone through project options and such and linked everything that I've been told to.