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Bradley Latreille

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Bradley Latreille last won the day on June 4

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About Bradley Latreille

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  1. Bradley Latreille

    Discord for minors interested in game development?

    Unreal Engine http://unrealslackers.org/ Unity Engine http://discord.gg/gamedev posted by /u/ViolentCrumble https://discord.gg/DB62fjX posted by /u/tigrisgames General Programming https://discordapp.com/invite/9zT7NHP A quick google search could find you a lot of discord servers for beginners depending on what engine or API you are working with. Forums are also a great place to meet people with similar interests as well as small game competitions. If you are in University or College you can benefit from the game competitions/events that require student ID's that allow you to meet developers and work on teams with students of all skill levels, being a student most of these events are free. You can also look into finding local meetups/hack comps. Don't get discouraged if you don't know anyone to go to these events with as they will put others just like you in groups together. Sorry I know these are off topic but I thought I would mention other resources as well as Discord that may help.
  2. Bradley Latreille

    [GAME] Ant Empire

    Very impressive! There is a large amount of detail in your game for such a simple concept. Keep up the great work and good luck launching to Steam! :)
  3. Bradley Latreille

    Aspiring Engine Developer -Help-

    Thank you I like the second book and will take a look at them both thanks!
  4. Bradley Latreille

    Aspiring Engine Developer -Help-

    Thank you very much for your reply. While I do agree books aren’t the only great solution I just find a lot of the resources rushed and skip parts they expect you to understand and I’m not at that level yet. I would prefer to get a book written by an expert who took the time to publish it to get me going. I will check out that book for sure and continue with other c++ books and resources thank you also would you recommend the third edition of that book over the second or no?
  5. Bradley Latreille

    Aspiring Engine Developer -Help-

    Good Afternoon, I aspire to work in 3D programming specifically on Physics and Engine Architecture, I attend a community college that has a good balance of programming, business and art (for me) with about 80-90% programming courses and 1-2, 3D programming electives each year and sometimes each term. Although the course is more about the process of making a game and teaches you every skill from business to art to audio to teams and business but with 80-90% programming the course warns that about 90% of jobs are going to be programmers and you will have to work twice as hard as an artist to land a *GOOD* job (that's just this course specifically not them all). So while I have a good setup for what I need, I find the course lacks so many fundamental graphic courses that I will need to be an engine developer, I find engine stuff more sciency and technical and this college is more hands on and get things done kinda attitude rather than study it and find out how it works (I live in Canada things differ so much in the States). My question what books should I grab to start writing my own engine along side the course, I want to do just as much of this course as I spend time on engine development, even with 90% programming theres still a lot of useless courses that truly just wont benefit me. I don't mind how much they cost as this is my career and I really want to get serious about this, but my course kinda holds me back as much as its benefiting me. I prefer being taught by those who have written engines before me as these are the people I want to be. Things to know before recommending books: - I have no math skills I am 4 years out of high school so you could only imagine. Although I do understand its importance and will double down on these subjects as well. (Luckily for me there is a Game Development Mathematics course first semester that can prime me) - I know a bit about rendering such as shaders(only Fragment and Vertex so far) and kinda understand how Unreal and Unity work to get there games together minus all the techy management and networking. - I'm not comfortable touching networks, I would rather someone experienced do it right the first time. I understand its part of the engine process but networks become its own ball park once you start getting serious with it. - I understand University is better and that Game Schools are looked down on, but Im not relying on the course to get me work, Im relying on my own engine to show that Im worth just as much as a uni student. TL;DR Im looking for any good books for someone looking to get VERY serious with engine development, more intermediate books than beginner books please as I truly want to challenge myself and my course. If those graphic guys could as well as suggesting books also suggesting tutorials/explanations on things like where to start learning, how to continue learning and what to do when you THINK you've finished learning. Please make sure they are books as I don't trust online resources for learning only for re-learning.
  6. Bradley Latreille

    Do game demos usually cost a lot to build?

    Yes I would be very interested in seeing the summary of that 4 grand, for educational purposes of course.
  7. Bradley Latreille

    Unity dropping Monodevelop a let down for small indie?

    Im sure half the people complaining don't even know how to un check half the crap they'll never use but wait for it to download because "Oh I may use that sometime next year when I learn it". People don't wanna wait to be wrong they wanna say they were right and wait for the extra 14Gigs of stuff theyll never even touch in their lifetime.
  8. Bradley Latreille

    Do game demos usually cost a lot to build?

    I was just saying that Im not very experienced in game development but from what I understand you have essentially failed yourself by running out of funds before the game was even developed (And great! We fail 10 times before we succeed once and we learn more from our failures). So I'm saying you can take this away as a great learning experience for your next, or still even current project And I don't think its too late at all Take a look at where all of that 4K went and ask yourself if it was worth spending? You'll take away a lot from seeing where you THOUGHT money needed to go and where money ACTUALLY needed to go. You don't need to spend a bunch of money to make games anymore and that's the truth. Harsh reality is: If you wasted 4K getting this business to where it is now, what do you think another 4K from kickstarter is gonna help you do? I say you learn from the mistake and try and struggle through making the game without spending too much more money.
  9. Bradley Latreille

    Do game demos usually cost a lot to build?

    Well I am no game developer, but I am a business owner, and I would suggest you take this as a good learning experience for your next vision I would suggest ensuring that you start things non-profit (assuming you don't have much money to go into the business) and with as little effort as possible, then you can actually look at what areas of the game require more attention and deserve your money. You need to be careful with your money in game development because it can go down the drain REAL FAST for things you didn't actually need in the future. Use as many free resources as you can and don't think this means your games gonna lack anywhere Today KickStarters require a lot more than they used to simply because back then everyone was funding peoples ideas only to later realize they weren't being refunded or their money could have been put elsewhere, essentially everyone funding your game becomes an investor and you have to essentially treat them this way. In Canada, Ontario specifically, we have Government funded business' if the Government sees that your idea can generate profit and be stable, it's also kind of a way for them to make money off peoples failed ideas (You'll end up paying back interest if you go negative). But I've seen this work very well from my buddies Grass Cutting company to some famous twitch streamers who stream their development. This is just a solution to not having to deal with the back lash of mad "investors". I'm not trying to call you out on anything here but I would suggest reading a lot more about how to succeed with KickStarter and open yourself up to other solutions
  10. Bradley Latreille

    Do game demos usually cost a lot to build?

    I agree with crazy here. While you could consider them close to the same some key factors the demo has that a prototype doesn't is your demo needs to convey the games purpose and story as well as adding extra weapons or cooler monster than usually seen in the starting levels of the actual game. This way your demo seems fun, but also shows some of its mechanics later down the line and not just in the first level, massive world games have this easy because they can just release a finished game with limited level/item/quest selection and call it a demo. My experience with demos comes from a lot of my own experiences as I'm no marketing expert but it seems this is what the games are aiming to do when they release a demo, do correct me if I'm wrong but it also seems very logical to do it this way in a sense.
  11. Bradley Latreille

    Do game demos usually cost a lot to build?

    Oh sorry, I don't know much about kick starter but that would make sense I suppose, I mean, you can get creative with it if you like, if it doesn't have to be a playable demo you can put together a video showing gameplay mechanics, features, story, ect..
  12. Bradley Latreille

    Do game demos usually cost a lot to build?

    And honestly if you already have a game completed (which I would hope you do if youre starting a demo) then you already have all the tools available to do a demo, just make a new level/scene like in Unity/Unreal and treat that as a demo, they don't need to be 100% completed or bug free either, I know some will argue it does because its the demo, but I think if people rlly enjoy they game they will look past that, and the people who are fans and rlly wanna play your game would rather see 100% bug free game instead of a demo :p Glad I could help!
  13. Bradley Latreille

    Do game demos usually cost a lot to build?

    I would say its dependent on how much you wish to sell your product and the tools you have available to do it. You can spend a ton on a demo that doesn't ever do well and in turn loses you money. I would say demos are easily thrown together with toy like engines such as Unity and Unreal even if that's not the engine you're using for your game. Its so easy to import all your assets over and create a simple demo these days. Aside from that I would say if you already have a completed game (otherwise why are you working on your demo), then you should have the tools and resources available front hand to make ANY kinda demo you want, just think of the demo as another Scene / Level except it doesn't need to be 100% completed. TLDR; you can make demos with/without money but beware that its not meant to make you money so be very scarce in resources with this.
  14. Bradley Latreille

    Would Unique paritcles slow down a physics simulation?

    Yes and no, I think he was just talking more on a hardware level as far as memory and stuff, as there isn't such things in real life physics.
  15. Bradley Latreille

    Would Unique paritcles slow down a physics simulation?

    Hey Ninja great response, I was wondering if this also goes for complex stuff as well, I can see how being too literal can make it slower with easier stuff, but couldn’t it make it faster in some of the very complex shader techniques? Just curious thanks
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