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Anri

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  1. Welcome to GameDev 'Flinte, and enjoy!
  2. 3D sculpting is good for a lot of modeling, however it isn't precise, It would be extremely difficult to make a sports car or a building using only ZBrush.   3D sculpting works best for organic forms, although I have used ZBrush for decorative architecture like pillars. Creating finished game ready models using only 3D sculpting software is not recommended.   I think you misunderstand what I am suggesting here, and will clarify.   Our friend already has Blender to cover the low-poly/precision side of modelling, and it does a great job at that.  They honestly do not need better at this stage. If its professional circles for "precision" then they should be looking at experience with 3DS Max or at least Modo.  But once again, those packages are overkill.   Although Blender can cover the whole model process - from beginning to end - other packages such as ZBrush and 3DCoat make a lot of difference.  If our friend wants to take 3D modelling to whatever level they desire, then a combination of ZBrush and Blender will allow that, and that combination is far more affordable than just replacing Blender with another general-purpose application, when even those packages cannot compete with ZBrush for sculpting and detail.   Once again though, If our friend wants bang-for-buck then 3DCoat is pretty much the "all-rounder" of dedicated modelling applications and the personal edition is about £80. 
  3. For creating models you should really be looking at dedicated modelling packages such as ZBrush, Mudbox or 3DCoat.   They are more powerful, user-friendly and productive than an all-in-one package - such as Maya - because they are designed to cover only the modelling, sculpting and texturing phase. To top it all off, they are very affordable.  The rest of the process can be finished off in Blender, and still achieve fantastic results.   For your situation, I would go with 3DCoat.
  4. In the same vein as ChaosEngine's suggestion, I found great value in having a peek at the source code for Wolfenstein and Doom.   I would say first tidy your code with good indentation, naming convention and removing "fluff code".  Then, go to town on comments and documentation.  In the end, its really a matter of experience so make sure you put aside regular time to ensure its being done.
  5. If every project you take with others ends up down the pan, then go it alone.  However, just keep the project small...as in "early 80s arcade machine" small.
  6. You are welcome, GabrielJim.   Have fun! ^_^
  7. GabrielJim, you can download the 3rd edition source code from this page...   http://www.delmarlearning.com/companions/content/1435455002/downloads/index.asp?isbn=1435455002   ...just click on "book source code".  Inside the zip file, navigate as follows...   \py3e_source\py3e_source\   ...and you will find a list of chapter folders.    Use the pdf for now and the source code to overcome any problems.  If you are already learning Python 3 from another source then you should be alright.
  8. GabrielJim, thats the book, but a 2003 edition, using Python 2.2.3.   I'd say you'll find some differences between that version and Python 3, but just roll with it and look up what the Python 3 solution is through google searches.  In other words, dont worry about it.  I tried my hand at some Python 2.7(?) for Raspian(for the Raspberry Pi) a while ago, and came across some minor differences such as how I used the print() function. Not exactly sure why, but it may have to do with the break versus fall-through, or with the double cases with the same value (CPython doesn't check beforehand, it;s all interpreted at runtime.)   It is possible to make a dispatch dictionary which emulates a switch, like def f1():     print("hello") def f2():     print("world") d = { 'a': f1, 'b': f2 } d['a']() # prints "hello" You almost never see these however. In my experience, switches aren't that often needed, at least I don't really miss them in Python. Perhaps dicts and lists make up for it for a large part, ie it is trivial to store key/value pairs in a dictionary, like 'd' above. You'd use a switch for such things in other languages.     Threads don't get deleted. As code gets larger, posting may become more problematic, but way before that people will not read your code any more.   A program like hangman is 50-100 lines or so, which is fine. Posts longer than about 500 lines have very little use. People read the forum, and do a code review in 5-10 minutes. That won't work with long code. 100 lines of say 40 characters / line, is a 4KB, you won't make a noticable impact on what everybody here posts, or at todays disk sizes (smallest is around 1TB! I have no idea how people manage to fill even that "small" amount of storage!)     Some people open a repository at a site like github or bitbucket for their code.   Alberth, cheers for that! I'll definitely keep that in mind should I return to Python. :cool:
  9. Does it not have a switch statement? OMG, thats a nightmare!  :blink:   Quite surprised at that, Alberth.  Any idea as to why its not got a switch?
  10. GabrielJim, my copy is the third edition(2010), and covers Python 3.1.1.   You should be alright.
  11. GabrielJim, I would probably look at using a "switch" statement instead, for a menu.   However, I've just gone through my books, and had a look at "Python Programming for the absolute beginner", by Michael Dawson.  It does seem like a perfect fit for you as each chapter is focused on making a game(or sometimes just programs) with Python.  These include text-based games, and later in the book also cover GUI programming and PyGame and another library for multimedia called "livewires".   Depending on where you are, its $35 or £20.  Its a book you can grow with, and takes you right up to PyGame which shows you how to make a fruit-slicing game and an Asteroids clone.  Everything you need! ^_^
  12. Hello, GabrielJim!   Python is good enough for games development and I recommend you stick with it for now.   Eventually you would use PyGame(an API for games) for handling graphics, input and sound, but before that I recommend looking at the following two things...   1) Write a text-based game.  This could be a "ye olde" adventure game along the lines of "You are in a room with a DRAGON, surrounded by treasure.  You are armed with a FEATHER DUSTER.  What now?" or perhaps a resource management game...similar to Championship Manager, where you just navigate menus via a list of options.  If you are really adventureous though,  one could actually make a full blown text rpg along the lines of the old Final Fantasy games!  Just running from a "command prompt", or a linux "terminal", this sort of game only requires your knowledge of whatever language you are using. Give it some thought, though...   2) "Visual Programming" or making GUI apps.  One of the things so easily over-looked by the beginner is that they will eventually have to create tools to make levels, characters and other such stuff for their games.  Python has the capability to create windows and include menus, buttons, text fields and drop-down selection boxes.  You definitely want to delve into this stuff as you can produce files that can be loaded by your PyGame program.  Also, remember that text-based game stuff I mentioned before? Well, now you can beef it up with buttons, simple graphics and a menu bar to assist in saving your game instead of typing in commands, using mouse clicks! Hurrah!   ...after all this, you will enter the games-api arena with the confidence of a Rock-God!   Have fun! ^_^
  13. For the more traditional approach, look directly at the game world data you will have to work with - a tile map.   1) You can only view in the usual four directions, North, South, East and West.   2) You will only view a certain amount of tiles deep in the direction you are viewing - say three or four to keep things simple.   3) You will have a drawing order - starting with the furthest tiles, and then "painting" towards the view's tile.   4) A serious issue will be considering the edges of the tile map - this will likely be less tiles than your "viewing distance" allowence....   ...I'd recommend graph paper and working it out for yourself.  Put yourself in the computer's position and take note of what is actually drawn in each example you produce, and what is not; what patterns can you identify?   You will find, in the end, this kind of engine to be a "simple beauty", as you will only need the ability to draw a bitmapped image to the screen, and the means by which to create a tile map.  However, it will require some investigation skills on your half, so patience will be required.  Of course, one can use a game-creator application which is a valid method by all accounts, but this way will be personally rewarding as you develop your problem solving skills.   Best of luck!
  14. Well, what degree have you enrolled in? Computing? Hair dressing? Tiddly winks? Shaving?   If its a degree that has you doing some programming, maths and software develpment then 100% it will be worth it.  If its something completely unrelated and - quite frankly - useless towards the goal of developing software then you need to switch to a more relevent degree.   In the end, its a decision that only you can make. Some swear by having a degree, is a right to a job or that "the paper" is for wiping their bum clean.  I took mine out of fear of the future and peer pressure, but in the end, I felt it was both a personal accomplishment I am proud of and yet it was also holding me back from allowing me to focus on exactly what I wanted to do.  Did I get a job out of it? No, but it did teach me how become a better programmer, and it allowed me to become part of the field in some small way - helping other students when the chips were down, some in very unfortunate situations.   Consider what all have said here, and make sure you have thought it through thoroughly before throwing in the towel.   God speed!!! ^_^
  15. As Istarnion said, have the listener set a boolean flag, and then have a thread use that boolean to update the textArea.  Just be sure to synchronise the method that updates the textArea...