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masskonfuzion

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About masskonfuzion

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  1. masskonfuzion

    Which of these 2 Colleges/Degrees

    +1 That's sound advice right there. The bare truth is: Names and rankings matter. If you got accepted into Michigan, go there and don't think twice about it, unless you also got into a higher-ranked school than Michigan :-D One thing that was not mentioned was: if you should find, while you're at school, that want to change focus/major/whatever.. you'd probably rather be at Michigan, because just about anything you could want to study there is in the top-ranked programs in the country. There are other things to think about: distance from home, your tolerance for a larger school, etc.. but Ann Arbor is a pleasant place, and UMich is a name you probably want on your transcript/resume. And it's not JUST the name - it's the network of people you'll meet, resources available at the school, quality of professors (on average... There are bad professors everywhere, but higher ranked schools tend to attract better professors, and especially better research professors who are into some really cool stuff), etc.
  2. masskonfuzion

    Question about reference types

    You said "like c++" which suggests that your example code isn't c++. So... What language is it?
  3. masskonfuzion

    Good books for learning 3D game programming?

    +1 for 3D Game Engine Architecture, I have the 2nd Ed of that book, and it's very informative. +1 also for real-time rendering - great book too, and the companion website has a lot of awesome resources (that you can access, even if you don't buy the book). I also offer up Essential Math for Games and Interactive Applications: https://www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/0123742978. It's a mostly great reference. The book aims to be easy to read, but it can sometimes require a 2nd or 3rd reading of some sections, or sometimes a Google search or other research, to really get the content. But still a solid reference/learning guide.
  4. How big does the game need to be? I take it you're not talking about a web/browser game?
  5. masskonfuzion

    My first real game (since 20 years)

    I like how you mentioned the part about becoming a better (more knowledgeable) programmer and that essentially causing you to go too big in scope and what not. I've had a similar experience - I recently tried to remake a game I made in high school, a game I finished the core of in a few days, and polished over the course of a few weeks. I never finished the remake. I "know too much" now, and it took away from just making the damn game. Good to see you were able to finish a project. I'll check it out!
  6. masskonfuzion

    How can I ever have time to finish my game?

    The last 2 commenters sound like folks without kids. (I joke, I kid.. sort of.. ) Their advice is generally not bad, but I hesitate to agree fully with them, because I don't know you or your circumstances. All I can say is this: to finish your game, you'll need to make time for it. That might mean sacrificing time spent doing other things. Only you really know what you have on your plate, and only you can decide how to schedule your time. Just make sure to balance it out (personal project, job, other hobbies, family/friends, whatever fits you). And DO NOT SACRIFICE YOUR HEALTH. Grind hard, but also get good sleep. If you're a gym type, then keep going to the gym. Good luck, and keep it up!
  7. masskonfuzion

    Study path for Game programming

    Couldn't have said what @Eck said any better. Game programming is weird, because it's still computer programming, just with some extra art parts that are specific to game development. Like, binary search in games is the same as binary search in regular computer science; but level design only lives in game development. So.. "how to learn game development" is an art in itself. Like @Eck said, knowing how to find what you're looking for is a valuable skill. And I second the idea of starting off by making games. Try to make Pong or Breakout. Start with single-player, and code up the game loop, user input, collision, etc. (I recommend using programmer art to begin with). The nice thing about smallish projects like Pong/Breakout is you can make them as AAA as you'd like. Pong can be in 3D with network multiplayer, and fancy physics and/or visual effects.. Make whatever you want to learn. But start small and, along the way, research whatever you don't know.
  8. @TwelveDays it would help if you described the game idea you have a little bit. I mean, don't give away all of your ideas, but at least say what genre, and whether it's 2D or 3D. Who knows, you might be better off learning Python or JavaScript than C++/C#. But, since you mentioned that you're learning C before learning C++, don't bother, because that's a waste of time (echoing what @0r0d said). If you're going with a C language, start with C++ (you're not going to "miss" anything by "skipping C" -- that's not how C++ was designed). Regardless of whatever language/toolkit you end up choosing, you're going to have to practice by making games. No amount of reading books will prepare you for making games like making games will.
  9. masskonfuzion

    i need learn more about the Game Loop

    I admittedly speed-scanned the posts above, so I'm not sure if someone already mentioned Game Programming Patterns, by Bob Nystrom. But if not, have a look at this: http://gameprogrammingpatterns.com/game-loop.html That's a link to a chapter in a free-as-in-beer ebook (as long as you read it online) - it's good for more than just game loop discussion, too. Check it out!
  10. masskonfuzion

    Where to start?

    What you're saying is akin to saying "I'm just getting started learning to draw. I have a vision to draw Mona Lisa, but better. I'm thinking of maybe using charcoal, or maybe oil paint. Haven't decided yet. But as a beginner, how should I start, working on this first-ever project to make something better than a well-known work of art, which was made by a practiced professional?" So, that's not how art works, and that's also not how game development works. If you're comfortable with php (which is C-like), you might be comfortable learning C#. That could be a good starting point for you. Or, so could C++ (unreal engine), or.. I don't know you. You might like game maker or another design tool. You might prefer JavaScript (which has many game engines to its name). I'd advise you to do some research and try out a few, see what you like best. Really the best advice: start at the beginning. Learn how to make pong. Then build from there. Your first project can't be a SimCity game. I'm not saying I doubt you, because I don't doubt. I've just been at this long enough to know that the project you described is huge, and there's a reason why games like SimCity were built by _teams_ of _professional_ game developers. My advice to you is to start small and work on projects that can be finished.
  11. masskonfuzion

    Game Engine Developers Wanted

    Case in point: I like engine programming -- physics, math, maaaaybe some graphics (but my strength is in the math, and not the art). I'm semi-interested in this project, but less so, after these cryptic responses
  12. It's been a few weeks, and I'm just coming back to this -- @dgcoventry I didn't mean to be rude earlier; I just was having trouble understanding exactly what you were asking. Not sure if you've already solved this problem, but even if you already have, here's a resource that I've come back to a few times, to really understand the concepts of setting up viewing/projection in 3D Math: https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/projection-matrix-introduction. The explanation is API-agnostic, but there is a discussion of OpenGL after the basics are discussed.
  13. masskonfuzion

    Learning C++ by Writing C++

    Hmm, that sounds like an incredibly disorganized teacher/department/curriculum, and/or one that lacks oversight. If the professor isn't following his own syllabus, that's not a great sign. Also, it's not customary for professors/advisers to be so liberal with pre-reqs (though it's not unheard of to recommend classes even if you haven't taken the pre-reqs). Like you, I also had experiences with professors not knowing the prerequisites (mainly adjunct profs who weren't actually employees of the school). That's a tough situation to be in, but it happens, unfortunately. It sounds like you do need a more organized program, and one where hopefully the 'bad seed" teachers are held accountable and weeded out. As for your original question -- how to learn C++ in small bits -- I don't have the definitive answer, but one thing I've done personally is to google for computer science lecture slides/assignments/exams that are available from other schools. E.g. if you search for "Intro to C++ site:edu", you'll find all kinds of material (the "site:edu" bit limits the search results to those with a domain of .edu). Your mileage may vary, but hopefully some of the results might fit your learning style. I wish you the best of luck with your education.
  14. masskonfuzion

    Learning C++ by Writing C++

    Sounds like you need a good ol' fashioned cup of Don't Worry About It. If you're taking a programming class in school (especially at the university level), you'll have more than enough hands-on programming exercises, assignments/projects, and exams/quizzes to get the practice you need. If the class is shaping up to be something that doesn't fit your learning style, work with your teacher/professor to get the right instruction for you (which could possibly mean dropping the course, to take it with a different professor.. but I'm getting WAY ahead of myself).
  15. masskonfuzion

    That first triangle.

    It can take a while before getting a triangle on screen. @pheonix2468 if you're anything like me, then when you say you're writing the "engine", you're really saying you're writing your own math library, game object class hierarchy, maybe your own data structures like queues for events/messaging, stacks, etc. and then writing "manager" classes to manage all that stuff. And especially if you're trying to make your engine support various rendering libraries, you're probably doing A LOT of framework code. I've done that before, but I never finished heh. These days, I still write most of the engine, but I pretty much stick with only one rendering engine, and I'll happily use someone else's math library and physics :-D But in short, yeah, it can take a while. Like, weeks, if not months.
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