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About erpeo93

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  1. erpeo93

    Choosing programming language

    https://hero.handmade.network/episode/code this should be enough to clarify your doubt. Tell me if there's something a junior engine programmer needs to know to START developing a good game engine that it's not on that list. And let me say that yet another time: the value of the series is not in the "content" of it (there are lots of places where one can learn rendering, networking ecc), but it's in the fact that you can see how a veteran and much respected engine programmer approaches programming problems live and without preparation. No one with a comparable portfolio ever did something like that. (And furthermore the series is freely available on youtube).
  2. erpeo93

    Choosing programming language

    I'm 25 now, programming since 18 more or less. First 4 years was all about oop (at university it was all over the place). I liked it, don't get me wrong... I was totally happy with it: constructor, deconstructor, inerithance, singleton and all sort of stuff. Then at one point in 2016 I started following handmade hero, and in something like 6 months I reached a level of confidence in programming that I never had in the previous 4 years, a sense of control over the code I wrote that oop never gave me.
  3. erpeo93

    Choosing programming language

    Yes, you're totally right. I assumed that because I don't like oop and my experience with it has been pretty bad, op shouldn't follow the same path and discover by himself if he likes it or not. I still think handmade hero teaches everything one need to program games, to me it has been like a revelation. A better statement would have been: "I found handmade hero to be a great resource on game programming, and I suggest you not to focus on any particular programming paradigm, but to try and experiment with them all."
  4. erpeo93

    Choosing programming language

    The fact that it can be useful in many scenarios doesn't mean that it's the best way to approach game development. I don't want to flame or convince anyone about my ideas, of course anyone is totally free to program the way he likes it the most. And to be clear, a good programmer is a good programmer, whatever language or paradigm he choses (or is forced) to use. That's the reason why I said that one should focus on learning good programming practices, not paradigms. If you have any technical explanation about why one should use oop over not using it (hopefully focused on game development), I'll be more than happy to discuss with you, without flaming or anything else. Otherwise the discussion ends here for me.
  5. erpeo93

    Choosing programming language

    I'm not unable to program in oop, is just that I don't feel confortable with it because it forces me to do stuff "in a certain way", as any other paradigm does. I'm not against oop in particular, I'm saying that the op should not focus on any specific paradigm. The fact that most people tend to suggest oop as a "way to do games" made me address that specifically, otherwise I wouldn't have said that. oop doesn't hold up because you're often forced to blindly bind operations to data types, and especially in something as mutable and complicated as a game, where the design and the architecture is constantly evolving, the more you can delay that binding, the more you're able to develop the game organically. The fun fact is that "objects" exists in all the programs (my game too of course), but they emerge from the organic development of the game, they're not created "artificially" by the programmer.
  6. erpeo93

    Choosing programming language

    OP asked for "Which programming language should I learn for making games?" not for "Which programming language should I learn to land a job in the IT industry?", and I replied accordingly to my experience. Unfortunately just learning a programming language isn't enough to make games... you also have to develop good programming practices that allow you to build good software. A paradigm is something that forces you to think in certain ways and to make software accordingly to that paradigm, oop being the most restrictive one (and the most commonly used unfortunately). I totally agree that everything has it's own place, and that op should learn and see a bit of everything... but oop isn't the best way to approach game development, and every good game programmer will tell you the same. I would say "please stay away from any programming paradigm in particular, and just learn good programming practice". Sounds good now?
  7. erpeo93

    Choosing programming language

    this: http://cs.indstate.edu/~cbasavaraj/cs559/the_c_programming_language_2.pdf followed by this: https://handmadehero.org/ Is EVERYTHING you need to make your own games, nothing more: just these two things. ps: if you've never programmed before, you will probably need a good amount of practice before moving to the second step. pps: please, stay away from oop.
  8. Don't get me wrong, I wish you all the best for everything, but if I were searching for a team to join these two lines togheter would make me close the page instantaneously: Compensation: Royalty/Payback After Funding Project Length: Hoping For Release In 2020/2022 I respect the fact that you've put 4 years of your life into a game, that's a fantastic and respectable experience for sure, but personally I would never join a team with only the hope that (maybe) in 4 years I will be able to pay my bills. What about making a decent part of the game before starting creating a team? I'm sure it would appear much much better to people interested in the project. (yes, unfortunately this means that you have to learn how to program... ) Please don't take it personally, it's just my tought. Wish you the best with your project in any case
  9. Probably what you're searching for (and probably the ideal solution in general I think) is some sort of an "hybrid" schema. You can basically start with standard skeletal animation, and later on you can easilly add more "frames" to parts of the skeleton as you see fit. For example, probably your characters will need some sort of facial expression: you can easilly start with a single default face, and later on add special frame to frame animations only to the face bone. Pick don't starve as an example: Wilson's face has different animations for different situations, but the "base" of the animation is made of bones. (And I'm sure that facial expressions have been added when the development of the game was almost at the end). Another thing that can make the difference is how much time you have to complete the project, and yet another how good and quick you can produce frame by frame animations.
  10. erpeo93

    I need a mentor

    My 2 cents: just learn to program small games in C ++( non OOP of course), using whatever low-level library you like for rendering. Surely learning how to use unity it's useful and fun right now (and also gives you the best results in the least amount of time), but learning how to program games all by yourself is a skill that has an infinite value, mostly at your age. (And the earlier you're confident with programming the better it is) http://lazyfoo.net/tutorials/SDL/ I started from there, the tutorials are very good and to the point ( tutorials 1 to 15 are enough for starters I guess), in a couple of months I'm sure you'll have all the basic stuff you need to start building more complex games: rendering bitmaps, playing audio, and keyboard input. And as other people said, asking questions about stuff you don't really understand is the best chance you have to improve at game programming, you don't need a _real_ mentor. Feel free to drop me a pm if you're interested in the idea and want to discuss more
  11. So I've hired a 2d artist for my game which is very good at drawing and asked him to draw characters in a particular style that I like, basically telling him "I like this characters, please take a lot of inspiration from them". Really, the thing that is similar is the style, but obviously I have the fear that the original "inventor" could potentially sue us. Here is the one of the original pictures: And here is what my artist drew for me: Obviosly the the reason why I can't hire the original author is that he's too costly for me, it's not affordable to pay him. As you see the style is really similar, but really there isn't anything "copied", my artist just recreated new stuff in his style. What do you think? should I be worried? Thank you, Leonardo
  12. erpeo93

    Coding moods

    My opinion is that programming (like basically everything else) is _fun_ only when you face a problem that is just "a little" harder then your skills allow. You don't have fun programming something that is too easy/annoying or something that is too hard, it's just not fun. Furthermore, generally when you work full-time for the standard it-company, problems are very very easy, but they give you too much of them, and you're gone: all your energy goes into that crap, and when you arrive at home the problems that your personal project challenge you with become too hard, unless you're doing pacman or something similar. There are many ways to attack the problem, but unfortunately none of them is _easy_: -1) search for a job that challenges you with more interesting problems, this includes working for a game-company, doing research, ecc ecc. -2) work less, for example contract a part-time job so that you're able to spend some more energy on your personal project. -3) reduce the scope of your personal project until it becomes easy enough. Of course 2 is the most difficult to obtain, while 1 is the optimal. (doing what you like or something close to that full-time). 3 kinda sucks, because probably often you can't really judje how difficult a thing is for you, and more importantly if it will be fun. I would say that unless you're already satisfied with your day job, avoid 3 and go for 1 or 2 (mixed with 3 eventually). I'm currently in the same situation (except that my personal project challenges me with problems that are right for me, and I happily work on it since one year and a half (thanks to handmade hero basically, I learned game programming there )) I'm 24 and I asked my boring company the part-time, but I'm not sure they will give it to me. If not I'll probably go with the number 1. My 2 cents. Leonardo
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