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Mike MGarcia

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About Mike MGarcia

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    Amateur / Hobbyist
    DevOps
    Educator
    Game Designer
    Programmer
  • Interests
    Art
    Audio
    Business
    Design
    DevOps
    Education
    Production
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    @mgarcia_org
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    https://github.com/mgarcia-org

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498 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.
  9. I've read most of it and replied previously accordingly. Sure a commercial engine has many man years of work on it and that's great.. but what you didn't mention is those engines are so generic and bloated. Which might save you time, but at the expense of your users'.. storage, battery, personal info (engine datamining is a thing and you cant turn it off), etc. etc. I've written/copied BMP, TGA, OBJ, etc etc readers too.. solved problems, no big deal, I don't see your point. "that they have the collective knowledge of thousands of people in themselves." You really like misrepresenting me lol "I agree with @Hodgman limit your engine to your game and I would also add your knowledge and abilities, ie don't go over board with features you don't fully understand. "
  10. Ahh, the generic come back.. okay i'll bite. Are you even a programmer? or just a lazy one? (It's okay to be lazy, I was when I was young) I mean, have you even understood and built anything from scratch (no middleware) yourself? or are you just parroting youtuber wisdom? And yes I use many different OS's, IDE's, languages, toolchains, and hardware, but these aren't the problems I want to solve. And I'm not a 'not invented here' guy.. I'm too old and dumb (java/DBA) to be inventing anything! Just because you can't justify something, doesn't mean others can't either. It's not academic to be a better software engineer (understanding problems and coding solutions).. it's literally what I do everyday!
  11. Depends on opportunity cost, difficulty of implementation and using it. But from my limited graphics knowledge those three sound related, ie transparency (with billboarding for smoke/fire) shouldn't be too bad to add and use? I heard somewhere old dev's used their existing game engine in about 3 games. It's a great way to recoup investments, focus on game design etc, etc. I would agree, after 3 times using the same tech, you know it very well, what's missing, where and how to improve. Then (after the 3 games) I've also heard many just scrap the old tech and redo a new engine with a better design, ie for new hardware target etc. I agree with @Hodgman limit your engine to your game and I would also add your knowledge and abilities, ie don't go over board with features you don't fully understand. As programmers, I'm surprised why other programmers just pick a commercial engine to start with.. to me it's counter intuitive and against what software developers should be doing.. understanding problems and coding solutions. Anyway, I still consider my self a 'gamedev' noob, but I've seen so called experts with less understanding! It's easy to give "generic advice", but criticizing something with no experience isn't advice, it's foolish ideology, never take advice from noobs! Also, a DIY engine (be it small or large) is IMO part of the process, which is what game dev is all about... enjoying the process! Nice thread! Mike
  12. Hi there guys and gals. Well, I'm old. I had a C64 as a kid in the 80's, I entered code and saved my programs on tape. In the late 90's I started coding again, learnt C/C++/Java and bought a Sony Net Yaroze (Hobbyist Programmable PS1). Obviously it was a hard system for a beginner but in 2001 on a uni break, I got 3D animated people going.. it was very cool in a really geeky way. I didn't tell anyone, it was my guilty pleasure.. video games were toys back then. I finished uni, got a job as a java/DBA developer, bought a house, etc. 2016, I revisited the Net Yaroze and made a 3D FPS.. it was cool.. now I'm programming the Nintendo 3DS (not homebrew) same vibe and community! I'm still a noob.. I'm not a 'not invented here' guy, but I like knowing how things work, or at the least being about to trace through it! I'm a programmer, I like to code and build tech, it's an art to making it all work.. and not crash
  13. If you use an engine, you miss out on a lot of understanding that goes with it. Ie, using an engine is different to using it. GPU stuff is pretty hard for noobs, but not impossible.. I'm just using really basic features like RBGA & UV textures with alpha, and that's plenty for noobs. FYI: I'm a noob!
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