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About Code_Grammer

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  1. Suffice to say, Carmack is a very talented programmer. I've listened to a lecture he did, some time ago, on lighting. Very informative.
  2. Their documentation has definitely gotten better with UE4.
  3. Unity

    You'll find plenty on is worth a look. Also, there's
  4. I'm using Panda3D, myself: while it lacks the visual tools and out-of-the-box shaders of Unity and Unreal (and likely the documentation  The documentation is pretty thorough though, and it has C++ bindings.
  5. They're both free, why not try both and see which you like?
  6. Ethanon is also worth a look.
  7. A lot of neonate game developers pose the question: how can I get started? Where's a great place to begin game development? I'm pleased to announce that Epic Games is making their flagship engine -- Unreal Engine 4 -- completely free. This means you're free to use commercial purposes as well. "You pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter." -- You can head over to Epic games -- -- register, and download their engine. They have plenty of video tutorials, as well as written documentation to get you started. 
  8. Beat me to it. I was just going to post about this! Awesome news!  
  9. In a word: resizablity.
  10. Engines like scratch, phogram, gamemaker ... are perfect for her age bracket. 
  11. You're essentially dabbling into elements of character and game design, as well as 3D modeling. Search the Unity Store for 3d models, the rest you'll need to do on your own. You'll either need to find a coder, or buy a fps kit. Why not use UE4 instead? It's more specialized for FPS', and has Kismet. 
  12. So, you've only been rock climbing for 60 days and want to climb K2? If you just want to learn graphics programming why not use DirectX 9? Directx11 does away with the fixed function pipeline, which adds another arduous layer to the mix. It's not that the DirectX SDK help or google isn't a place to get a foothold, it's that a majority of those tutorials are incomplete on the esoterics. That's before we start talking about 3d math. You can use UE4, or check out
  13.   Actually, it's a job for a 3d modeling program and Unity. You can create and texture it, in say, Blender 3d. The rest is 3d mathematics, which Unity has functions for. 
  14. *Sigh* Go with Unity. Games are about a lot more than shiny, 3k textures. Once you draw all that real-time glory, that AI still has to go somewhere. Monogame is a framework, a wrapper of sorts, built around XNA, which was an API. Unity is like a cookbook. Monogame is The equivalent in kind to to giving you a blank book,and saying "here kid, write your own recipes. There's also as well. It costs about 99 dollars, but you learn a lot. also has some tutorials. Moral of the story: Go with Unity. I noticed you never even mentioned a little something like an image manipulation program. If your school permits, I would go with photoshop. If not:  There's also an online photo editor named pixler. The answers to your questions are as follows:   Direct3D and OpenGL -- put them in a file and just walk away, right now. DirectX is a complete set, comprised of numerous API's. Direct3D is mainly resposible for drawing anything you see on the screen. OpenGL is Direct3D's main competitor -- it's also portable. If you write a game in DirectX, you're mainly targeting windows. Opengl works on Linux and Mac. SDL, can use both OpenGL and DirectX   There's also Allegro and Love2D.  No, 2D game programming isn't difficult, but networking adds another nitch to the game. All you need to get started is essentially Microsoft paint, and an IDE, the arduous part is coding the beast. Any other advice? Go with Unity!  
  15. Neither is better, more or less, perse. Generally, it boils down to the amount of work you're going to put in. Unity is a little more straightforward, is scripting heavy, and has more through documentation. Unreal has a visual interface, but a steeper learning curve. Unity is free, and UE4 is $20. Monthly, if you wish to keep a subscription. The free version of unity lacks a number of features. You must also consider content as well as content import.