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About gamervb

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  1. gamervb

    fresh start, ready to learn

    C# tutorials: http://www.tutorialspoint.com/csharp/ http://www.sololearn.com/Course/CSharp/   Python tutorials: http://www.tutorialspoint.com/python/ http://www.programiz.com/python-programming   PyOpenGL( Pyton under OpenGL ) http://pyopengl.sourceforge.net/context/tutorials/
  2. gamervb

    Why do most people recommend Python

    Some people's brains are wired in a way so that Python is easier for them than C++ is. It's more preference than how easy or popular the language is. You don't need to add a semicolon at the end of each statement. Some people might find that it gives much freedom, less errors to occur, etc.
  3. gamervb

    Over stepped at the start

    If you want to make 3D games and want to use your own game engine, search for how to write Directx/OpenGL code. There will be tutorials for both API to get you familiar with their functions, and some tutorials will teach you some advanced stuffs. The tutorials online lets you know how to translate,rotate and scale vertex, and different coordinate systems and so on. This is the graphic part of the game. What you see on a screen is a series of still images that computers calculate in a very short amount of time so the images update quickly and make you think you're viewing animations(and the difference between images is small, so it appears continuous). But set up a simple game engine, you need to be familiar with one of the API, understand shader programs, have frameworks for processing your windows, sounds, keyboard/mouse handling and so on. For OpenGL, it's a graphic API. It doesn't handle anything beyond that. You look for other library that matches the type of things you need to. For example, GLFW will handle window and keyboard events. Everything is drawn on a window, and window on it's own usually handles messages(input from keyboard). So that's what window is for.   You can make 2D games using the those APIs. Everything happens in Caresian coordinate system. To make pure 2d games only two axises are involved, because everything is on a plane.   If you don't want your own engine, then search game engines. There are engines specifically for making 2D games.
  4. Do you have all of your resource files(images, sounds) in the same folder of your .exe file?
  5. You just buy a laptop or desktop computer around the price of $1000. 16GB Ram is more than necessary. Considering you might play some games other than the ones you make, get 8GB Ram and that's enough. Spending more is just wasting money. I wouldn't recommend that. Go for 2GB of Vram or you can choose 4GB. 2GB is the minimum. If you choose a laptop, go for CPU that has a base of at least 2.6GB and can boost up to 3GB and above. Not sure about assembling a computer because if something goes wrong on your end none of the people here will be responsible for that. As I said earlier, you don't need super expensive computers. It's ideal you change your computers every 2 - 3 years anyways.
  6. About exporting game assets, I mentioned importing means letting the engine know where the file is, and that one of the engine's purposes is to design a level, which means position your game objects in a scene. Based on all that, exporting again whenever the designer needs to move an object is unnecessary, because the engine already knows where it is. All that's left is "position" them, which is the aspect of designing a level.   Game engine is supposed to be in charge of almost everything related to game design. Sound should be an necessary feature. So to make a metal door produce different sounds than a wooden door, you just need to make the sound effect that a metal door would make and let the engine play it when something happens. Usually the engine you use already is able to handle sound effects, and you can use it through the graphic interface. If you create your own game engine, you need to know how to work with sounds in programming. If you don't want to program the sound aspect of the game, you can use a third party library. As for metal surface of a door, you need a metal texture for that.   I think creating the whole scene in maya is to know how an entire level looks like, and some artists might finish the whole scene before giving them to programmers to do their jobs. A whole scene can be treated as a single object that designers can move around. They can import the whole scene in one go which is more efficient when you import one object by one object. This is just a possibility.
  7. Unreal engine handles game logic, programming and level design. It's the game world that you can manipulate. It doesn't give you the ability to create objects, but only give you control over designing game elements. If you want to make a first person shooting game, you use it; if you want to make a third person stealth game, you also use it. It lets you design what type of the games you want to make. You design enemy AI, how player moves, and how enemies are positioned.   To have the objects or in other word, models, you see in the game, you need to use a 3D modeling software. Maya is responsible for creating 3D models and animations. Once you finish making the models you want, you export it into a certain file format, and let Unreal Engine loads it, which means let the engine know where the model file is so that it when you need the model displayed on screen it can do so.   The work flow is pretty simple. You have an idea of what kind of you want to make, and how the characters and environments in the game will look like. Then you make all those stuffs in maya and export it and import it to the game engine. Maya isn't responsible for making textures, which means you only get to design the shape and size of the characters and environments(objects), not the color of the surfaces, but you can make the textures in other painting programs, and import the textures to the engine(let the engine know where to find them).   The game engine is also responsible for various special visual effects like lighting, particle movements(fire, smoke, water, sparkles), and how you place everything relative to everything. It lets you decide if you want a third person view or first person view. It lets you design enemy AI, when they attack and when they retreat, for example. Maya is responsible for making the shape of game objects you want to make, and when they are combined with textures(basically the surfaces of the objects in the game world), they become what players see in the game. You can choose what features you want to use. So you can first make some models in maya, import them to the engine. Then you think of a level and place them accordingly. Design how players attack and how enemies respond to the players. Then run it and you would have a simple game.
  8. I suggest that you get familiar with how the two graphic cards manufacturers rate their graphic cards because the better the cards, the better the performance in drawing graphics. Get to know how to compare the performance of two cpus as well. If you are not going to make very complex and large game worlds, you don't need top tier graphic cards. So you don't need to buy very a expensive computer, because by the time you need those gaming computers to sustain the performance demanding graphics you make, you'd probably likely already spend a long while getting comfortable with programming graphics and learning. As long as you don't aim for super realistic graphics and very complex scenes I doubt one needs a very expensive computer when starting to make games. It shouldn't be crappy, but also doesn't need to be expensive. As for ram, I think the default 4GB usually is enough. If it's a problem, you can upgrade to 8GB, which I think is sufficient for most cases.
  9. The position of your objects would be on the frame of global coordinate system. If you get vertex coordinate related to that, just subtract the vertex's position from your object's position. But this is assuming you didn't use rotation or scaling. From the pictures you posted, you probably didn't.
  10. You know what? It is to the point where I don't want to be neutral anymore. I asked several times in my previous question to ask the answerers to clarify what they meant, and they didn't reply. Fuck you you dare to say they replied to me. They talked among themselves about micro optimization. I asked several answerers and they never responded. And this one guy with an attitude came to my question saying something that is completely irrelevant to my question, and later claimed I stressed micro optimization. Fuck that guy for saying that. I only asked a question to know which method is faster. Since did I stress so much about micro optimization? You know me perfectly well? Is your answer constructive at all ? And you accused me of something I never did ? Look at the all the other questions. You will never see anyone with an attitude go their questions. I tried to be as neutral as I could with the questions I asked and as concise and clear as possible. But there's always some people with an attitude come to the questions and started saying things that are untrue. Screw this. really. Fucking arrogant people. I'm leaving this site. Get the fuck out of here and go fuck yourself. No one asked you to answer.
  11. People tend to not give me response after I ask them something. They just disappear. Never happened to you, huh? @Nypyren looks like you like to look down on people who don't speak English, huh? Crap. Look, do you like to receive your kind of hostile everyday since you wake up from your bed? Do you? Or do you like to be treated with an attitude that is at least not hostile, but normal ,even? Did I do anything to you personally? Did I insult you or steal your things? 
  12. I don't understand what he's saying. I guess he did give a great reply. "clap clap"
  13. So if I decide to leave the forum, how can I do it?
  14. I tend to receive answers that are not helpful to my questions or answerers that have an attitude. Is it a sign I'm not for game making?
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