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mikeo01

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About mikeo01

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  1. Hello both,   Sorry for the late reply. Thank you for your feedback it is much appreciated    BeerNutts: I will be sticking with 2D for now. In fact I am not even going to do game development just yet. I want to get the basic GUI side of things sorted first before I jump in. However yeah a pong clone would be my best bet firstly; so I can get to grips with drawing.   Scouting Ninja: Yes I will be working with Blender in the future, reason why I have wrote my down below paragraph concerning Python. However thanks for the heads up regarding assets, that would probably be my best bet in the future.     I have been thinking and have decided to pick Python back up using Tkinter and eventually Pygame. So far it is not bad (I am missing my curly braces). I bought two books a while back and never really enjoyed it. However now that I am proficient in PHP I am picking it up very quickly indeed (which I can only hope is a good thing).     Also hobby aside what are the advantages will being proficient in Python in terms of career opportunity be? Of course I would love to do GUI development, working with back-end databases and networking working with the Python Standard Library. And hopefully become decent enough in Pygame.   Career opportunity aside would heading down this route improve myself as a programmer? I would be working with Python 3.x+      Thanks both.   Mike
  2. Hello all,   I posted a question here many months ago and since then I have landed a job in web development (wait, let me finish )   So I've learnt a heck of a lot of techniques by using PHP. I have actually come at PHP from a C++ programming perspective as this is the language I started off learning.   Needless to say I've picked up the language extremely quickly and very confident in working with OOD, fairly complex classes, structures, references, pointers, memory management (from C++ background) multidimensional arrays etc.   Although C++ is a completely different beast than PHP I feel fairly confident I have picked up many of the nitty gritty design and implementation techniques to start programming for the desktop. I have built a partial network sniffer console application (raw winsock) so I've had some experience going low level.     I am hoping for some advice, currently I am looking at something on the lines of Librocket or SFGUI for UI/GUI design as I am very interested in designing for the desktop (I have only ever worked in console based applications).    Librocket purely due to my HTML5 and CSS3 skills.   SFGUI I am considering due to the fact that I am also considering using SFML for 2D game development.     Further down the line I am hoping to develop within Blender using its game engine (Python) as I do want to be able to jump over to 3D and use what Blender has to offer.     Essentially, what does this path sound like? Am I being too ambitious or thinking straight? There is a heck of a lot of libraries and frameworks out there and I do want to develop GUIs and also 2D games (SFML, interesting in working with graphics). I would love to develop landscapes, animation and models within Blender eventually too.     Thanks for all the input
  3. mikeo01

    I've decided unity

    Put it this way, don't start with the question "What language is best", instead learn the programming fundamentals. Understand OOP, how objects interact, understand classes and structures and why they are used, understand arrays, lists and maps etc.   The language is the platform, its only the syntax that really changes you'll use the same technique in Java, C#, C++, JavaScript. The only differences between these languages is the way in which they are used, most suited to and basically what you can do with them.    Once you've understood programming concepts in general the sky is the limit.     In fact what I've picked up recently is that although I've gotten pretty used to C++ I am looking at learning Python for the simplicity of it, because I can use that in Blender. The engine will do the heavy lifting if you need it. During a project if you want to focus more on the design and visual aspects for the time being you can  if you figure you'd like something to happen at a lower level (I don't know, AI logic) you can. Try that without an engine and it is a lot more difficult to switch between graphics and the underlying logic. So I believe Unity is a good place to start.       Like everything, you'll endlessly be learning syntax, as long as you understand the logic and workflow you'll be fine     Especially for indie developers, you've got the full power of OpenGL and DirectX, but unless you really need all those features, and optimisations it can offer you may as well stick to an engine that'll make your life easier.     One last note: The only thing I would not recommend is going into Unity without understanding programming concepts, because when something is implemented or you would like to implement something, things will get messy. Quickly. Understand the nitty gritty stuff and you'll happily use JavaScript, UnityScript, C# fine, because you'll know how things work under the hood.   Understanding languages will get you confused, understanding concepts and techniques will progress your knowledge further
  4. Firstly, some general advice (as I am in your shoes right now). What I have found is there isn't any "direct" approach. You won't be learning "how to get into game development" but instead "learning a component of game development".   There are many components to game dev and lower level programming is only one of them. Learning C++ will give you the "know-how" to get yourself up and running, managing objects, function calling and making everything work smoothly. However, you'll find other uses using C++ which you'd pretty much apply the same concept, only the design is different.    As a software development career you'll find yourself using different approaches and most definitely get yourself into different areas such as using .NET for web things (example), looking at pure number crunching, working with databases to managing network connections.     "Joining the game industry" - unless you are very talented and have a portfolio I doubt it straight away. However, build yourself up, get a skill in one area and build from there. I have found working with C++ and SFML to be a nice learning curve which will form your baseline for future projects.     My advice would be to continue learning C++ and if you and your friend are up to the challenge it may work very well. One of you focusing on managing the game code and objects whilst the other focuses on all the graphics and designs.     But first you want to test yourself, any online "SDL tutorial" guide will help you get a good grasp. BOX2D is popular for physics, however if you can't get a sprite moving on the screen then I wouldn't want to start looking at physics just yet until you've got the baseline.      Important advice many have gave me on here and in general, always set an achievable target and don't look at the money! :) $$$ shouldn't be on your mind at this stage otherwise you'll be disappointed.
  5. mikeo01

    I've decided unity

    Personally any sort of languages would be beneficial unless you'd like to just create graphics all day.   Personally I'd go with C# rather than Unity's proprietary UnityScript; mainly because you'll get used to using it and limit yourself to Unity in a way. Using JavaScript inside Unity is slightly different to using it under web dev.   It would be beneficial to learn either language as that will aid in your knowledge of code in general outside of "pure game development", which is handy. JavaScript is most often used along side web development, side client stuff whilst C# will get you into differing concepts and application use, which is invaluable.     Bottom line is, both have their uses outside of Unity and I'd probably be looking at the bigger picture and what other interests with coding you have   You'll probably fine you'll want to learn both eventually as your curiosity grows. So either is a way forward.
  6. mikeo01

    New and need help!

    If programming/modelling doesn't interest you, but creativity and storytelling does, I'd probably say don't directly look at the game industry.   Instead, take your creative ideas out on paper/computer, write short stories (like the above comment mentioned) and maybe post them on a blog on the Internet. Soon as you get your ideas out there the sooner people will notice and like/dislike your writing style.   I'd personally aim to develop short stories and maybe look at getting yourself into writing novels. I am sure game developers, or even indie game developers will look for you. Instead of you looking for them, as as a writer you'll have your own writing style.     That's my personal opinion and advise anyway
  7. Releasing a Game?   One final question for me to understand when releasing a game. How does that actually work?   Because it is a console application, the console is launched. But if we use WinMain then its restricted to a Windows platform? And hence it isn't cross platform because its looking for "Windows".   If I were to release a game for Linux perhaps, or even Windows how would I go about this as I wouldn't need the console.   Thanks all :)
  8.     Win32 for all the Windows based stuff. If I were to ever release something on the Steam market for instance wouldn't I need support for adding files and registry settings into a users file system? Doesn't only the Win32 allow access that deeply?    Or am I thinking too deeply here?    Ignore, found THIS automatic installer creation process under Visual Studio.    I don't mind writing my own simple engine as if I ever get into DirectX or OpenGL I'll need to learn everything behind physics etc, which would be nice to throw in myself on even in 2D.     To your second point, yes and no. SFML is only for 2D graphics (while unity supports 3D). You can integrate opengl into SFML and use SFML as a wrapper of sorts (I'm unsure about directx), but you'll still need to learn all the opengl and directx stuff. I keep SFML around in my opengl applications for audio/keypresses/mouse/etc, as I'm familiar with them, but that's not entirely necessary. Blender will certainly come in handy when you move onto 3D graphics. But, unlike Unity, SFML will not be all that much use when you move to 3d. OpenGL + blender could achieve the same outcome as Unity, more or less, but involve a lot more effort as Unity will handle a lot of things for you. It kind of comes down to whether you'd like to use a pre-made engine, or get into the details and do everything yourself. I'm more in the latter category, for better or worse, but don't take that as meaningful at all. You'd likely get a wide array of opinions on using a pre-made engine or not. They're just a tool, to be used or not, depending on a lot of factors.   As to whether Unity or SFML is right for you for 2D I couldn't say. Like Tom suggested above, perhaps just take a sampler approach and see what works. I know that when starting out, it can seem like whatever you start with is going to be what you're stuck with forever, but that isn't really the case, and picking up a new API or engine isn't that great an obstacle in the long term and you'll likely use many over the course of time.   But, that said, I would still definitely recommend starting with 2D games and getting really comfortable with things before delving into, or even concerning yourself with 3D graphics too heavily, especially if you're planning on developing alone. I should note, that, in my very limited experience, I'm finding 3D development in openGL to be much, much, much slower than creating a 2D game. Truth be told, after I'm done with my current project, I'll probably go back to 2D games for awhile. This may not necessarily be the case with Unity, but I can't speak to that as I haven't really used it in depth other than playing around with it. But, I think there's a reason most of the solo developers out there make 2D games rather than 3d ones . Though, there are exceptions, to be sure.     Thanks, yeah that was exactly my thought, I could always keep SFML and directly use OpenGL for the graphical stuff (if I ever get into 3D that is). One thing I am learning already is event handling and the "game" loop. Interesting to see it working in code.    Similar to when I did web development before, typing out in HTML, CSS etc was a lot more satisfying than using a pre-built software. Then again even understanding key aspects of DirectX/OpenGL will help me develop better in a pre-built engine such as Unity.     Either way discussing this topic has got me thinking a lot more deeply about the inner workings; so thanks everyone for the input.     One thing I am thinking, using InkScape or GIMP to develop vector graphics and textures. Although I'd like to try and draw art and scan it in maybe  but we will come to that road when I get to it. I may be being overly ambitious here.      ... and on that note, back to some coding and playing around with SFML 
  9. Thank you for all the replies and input it is much appreciated.   Misantes: Thank you for your detailed response. I am working through some of the SFML tutorials and am finding its syntax pretty straight forward at the moment. Seems like I could work with it.   I have taken a look at GameMaker and Unity and to be honest I don't really understand it. I've got Blender installed for future modeling but from taking a peek at these ready made Engines I don't think I am comfortable with drag and drop.     Just to clarify things:   1: Would I need to look into Win32 API for Windows applications? Or may I continue using SFML if I get comfortable with it?    2: If I become comfortable with using SFML (+ Blender in future), could I continue to do so and still achieve the same outcome as is possible if one were using Unity?       There are a lot of books out there, but I definitely want to get somewhere where I can actually design a graphical user interface rather than console stuff.     Again, thank you all for your input. 
  10. Hi all, first post here,   So, you may have had a lot of these questions but after hours of searching I am still confused about general things.   What I know I know some C++ and have programmed simple applications (console), so I know things like data structures, arrays, pointers, managing memory, input/output.   I also understand (just) that I need additional libraries to handle other things like user input, graphics etc? I have the SFML library and am using the documentation for that.   So, what I am assuming is I use this library (higher level language?) in order to do all that graphics stuff, and native C++ for the engine and "under the hood" components?   What I WANT to achieve I am not actually a programmer, I am a networker but the thought of programming as a hobby or potential career path interests me. So indie game developing is definitely on the list (yes, going solo).   What I don't quite understand Basically how to go about it?    Am I jumping in head first? I haven't delved into Win32 applications for Windows (or do I not need to?), I don't particularly understand anything outside console applications.    My Question Or options:   Self Taught using online material (currently looking at C++ and DirectX over at MVA) Online paid courses Book material (step by step)     I may have a long way to go and I am not used to object orientated approaches.   Additional Questions Do I necessarily need to dive head first into OpenGL/D2D/D3D, or do I simply use C++ with the online SFML tutorials? Of course I want to start simple (very simple) but as I am not used to anything graphical I am clueless where to start.     Side note: I can design text based games, I understand the principle, basically anything text I will be OK with. Move to Windows and graphical and I really am clueless.   I am new to programming in general but seem to pick up things quickly.      Thanks all, I appreciate its a long post and I appreciate this is a very beginner type question.
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