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Eastfist

Member Since 10 Jan 2011
Offline Last Active Jan 28 2016 01:24 PM

Posts I've Made

In Topic: Is my frame time too high?

15 August 2013 - 12:29 PM

You need to do some heavy processes in that render loop. Then you'll see if that frame rate is going to hold.


In Topic: The Novices Guide to becoming a game Programmer and artist!.

01 September 2012 - 03:52 PM

What you should worry about instead of language progression, is learning one language really well. Once you have a strong grasp on programming, you will understand that the differences between most languages is very superficial.


+infinity

OP, make an HTML+Javascript+CSS webpage game first. Make a div box move around on the screen when you press the keyboard. Then try to duplicate that in c++. Once you understand what it takes just to make a simple rectangle move on the screen, then you have conquered your first step. Everything else is built on that and it will become very complex so organization is going to be vital.

In Topic: Kind of stuck in learning.

01 September 2012 - 03:39 PM

If you're a beginner, I suggest not diving into OpenGL or even DirectX, just yet. Learn the native drawing API of your system or tool first. If you're using any of Microsoft Express editions, jump into GDI+ (or even GDI). Otherwise, there's Qt, which has their own QPainter class that makes those calls internally for you. At the least, it guarantees it will run without a dependency on the OpenGL or DirectX libraries.

In Topic: How many of you are self-taught/hobbyist programmers

31 August 2012 - 04:10 PM

Not completely self-taught in the sense that I went to Barnes and Nobles and picked up a 400 page "how-to". Took a few programming classes in high school (Turbo Pascal) and college (VB.Net, java), but didn't major it in, never wanted to become a "professional". Wanted to go into filmmaking. But I wanted to focus on something in the creative arts, so I just dipped into whatever interested me and for some reason programming and digital drawing and graphic design seemed 2nd nature to me. But systems and how things work also interests me. But learning how to learn is crucial. You learn the basics of programming from Pascal, it teaches you how to organize variables and methods. Then you pick up HTML, then VB.Net, then go back to PHP, then to C#, then to javascript, then to java, then to c++. You realize programming concepts are almost all the same, it's just that the language is different. This is why object-oriented programming is so popular. Then you take this "pattern revelations" or like when Neo finally sees the code, and you apply it to real life. You see that the code works the way it works because the people who wrote it needed to base it on something, and that is their own real life. So software that is clunky but looks really nice are made by people who are superficial. Software that is minimal in design but never crashes and is scalable is written by people who are good at efficient problem solving. It could just be my generalizations, but it really is the soul of the programmer in the software. So if I applied this to my own software, it would be incomplete and tacky because I'm still learning about all the parts and slapping it all together with duct tape. LOL!

In Topic: Realistic Encouragement vs Trolling Tear-down

19 August 2012 - 11:03 AM

Very encouraging post, OP. However, I think there's still a misconception that newbs pursue game development to become paid professionals. If we changed the original post just slightly to encompass all pursuits, then it'll be wicked awesome. To any and all, make a game because you want to, because you can. It doesn't matter if it sells or anyone plays it. Just do it because you are driven to. If games are to become a true art medium (Roger Ebert may be correct about the state of it), everyone needs to be free to create them, and it needs to be as simple as picking up a stick and drawing something in the sand. Then, who's to say, what possibilities ANYONE can come up with?