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Mike MGarcia

Member
  • Content Count

    24
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About Mike MGarcia

  • Rank
    Member

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  • Website
  • Role
    Amateur / Hobbyist
    DevOps
    Educator
    Game Designer
    Programmer
  • Interests
    Art
    Audio
    Business
    Design
    DevOps
    Education
    Production
    Programming
    QA

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  • Twitter
    @mgarcia_org
  • Github
    https://github.com/mgarcia-org

Recent Profile Visitors

740 profile views
  1. Mike MGarcia

    Diligent Engine now supports Vulkan on MacOS

    Cool, thanks for sharing!
  2. Mike MGarcia

    Self Publishing Advice?

    It's just my experiences.. I recommend you get a mentor you trust.. don't believe everything you read or hear online without some kind of proof
  3. Mike MGarcia

    Self Publishing Advice?

    why sell it at all? This is a huge mistake I see all the time by noobs... publishing is easy and it doesn't really mean much these days. Your first game will make a lot of people angry that they paid 99c... ie: ask a friend of a friend (or better still a stranger to you) if they would pay for it etc But your better off putting it out on itch or gamejolt for free and asking for feedback or emails or follows on social media etc... Or better still get a website, blog and put it there! That's called value inkind , and when you're starting out in something, prepare to do a lot of it! And if you can't get anyone to play it for free, there's no point in doing a 2nd game, IMO. Also, I hate indies that don't use their real names.. I don't trust anything where a person doesn't put their name to what they do, especially small/solo teams. There's a lot of crap out there, be personable and don't sell crap! lol personable... shrug well.. that's my advice, probably not what you wanted to hear, I could have said some youtuber "positive cliche" BS, but it's not very real... to me at least. good luck. Mike.
  4. Here are my thoughts, I consider myself to still be a noob (5 year hobbyist) KISS, keep it simple and in modules, ie start with openGL stuff then move on to inputs, audio etc, then iterate. Look for simple engine examples, I like this one: https://github.com/Marzac/le3d/tree/master/engine Focus on design (data structures and functions) of the underlying tech and simple abstractions, ie mesh'es to openGL and wav files to audio system etc. But don't get hooked on OOP/ECS design, messaging or other non core systems at the start, these are actually far more complex then a simple engine exercise is, so KISS! Re: Game Engine Architecture, I think it's too academic to be of any benefit to a noob, instead I recommend http://www.mcshaffry.com/GameCode/ It's not perfect, but a lot more practical! Re big engine source code, it's great that it's open, but too complex to understand it all, especially as a beginner. Even Doom source code today is hard to understand, and that's magnitudes smaller. I don't see why the need for a disclaimer "academic purposes", if you make it, why not use it? commercially or free.. as long as it's not buggy and deemed finished, I don't see why it has to be purely academic. Edit: gameplay3d engine is very understandable, but IMO abit on the big side: https://github.com/gameplay3d/GamePlay Edit, while I'm on github, here are a few good C++ smaller engines: includes animation, a bit dated, but still relevant. https://github.com/horde3d/Horde3D Pico, very tiny engine, no frills, no animation, but a good simple example https://github.com/AlexMartinelle/PicoEngine
  5. Mike MGarcia

    On Politics Threads and the GameDev.net Community

    As much as I hate current politics, its relevant because as the technical bar lowers the more liberal arts, university educated and endocrinated people enter. This is why the gaming press is full of hard liberal ideology and often non games focused... Ie gamers are dead, etc, etc. Add to this their hate of freedom of speech and their name calling, well you quickly have an echo chamber dumpster fire and as far removed from real life. Thanks for this Opening post, I saw the closing of a few threads and thought 'here we go again'.
  6. Mike MGarcia

    GIMP vs Adobe

    unless your a pro graphics person GIMP is great... it's reliable, heaps of plugins and doesn't radically change.
  7. Mike MGarcia

    Is this OpenGL Modern Enough?

    I think any OpenGL with shaders (GL 2 ES 2) is still plenty modern.. and it's forward compatible.. where as the newer versions aren't backwards compatible. That might not mean much, but it's a smaller subset and less complicated for beginners.. but on the other hand you miss out on new features.
  8. I use a text file as a todo/scehdule/agile/ideas. Works for me.
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