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Member Since 16 Oct 2013
Offline Last Active Today, 06:44 PM

Posts I've Made

In Topic: Is starting with gamedev too much?

Today, 03:51 PM

C/C++ is the best language to learn as a first language.

Highly debatable. It's worth mentioning that the FAQ we tend to guide beginners to advocates against C++ as a first language: https://www.gamedev.net/reference/faq.php/_/for-beginners-r1

In Topic: An easy way to design the game ?

22 May 2017 - 09:46 AM

let's say for buffers, or for example, for the paddles and ball from Pong game

I'm no longer sure what you're asking. Your initial statement was that you needed to think about the game design when making classes for render stuff (textures, meshes, etc.). You seem to agree, now, that this is not the case -- that the game logic and the render setup are separate. (I'm also not sure what kind of buffers you're talking about. If you're talking about e.g. vertex buffers used for rendering, then they do not need to know about paddles, balls, the concept of a Pong game, or anything like that -- for the same reason as my previous post.)

Now, however, you're talking about "in general ... for example, for the paddles and ball from the Pong game". This sounds more like a question on how to structure your game logic and its dependencies. You said you've created Snake -- how did you do things there? What worked and what didn't? Use that as a guide for how to do your Pong game.

If that means creating a UML document, typing something in Word/Notepad, or just drawing boxes on a piece of paper or sticky notes attached to the fridge or whatever else, just go for it. Pong is a very simple game, and you should be able to try a couple of different plans for the logic/structure fairly quickly.

If you're still unsure after you've tried a few different things, post what you've tried and ask for feedback on it. You'll learn a lot more if you try to do things on your own, and the complexity here isn't too horrible.

In Topic: UNITY - I'm slicing meshes, and then they explode...

21 May 2017 - 11:46 AM

Er, how do I adjust the title to read that there has been a solution provided?

You don't. Marking threads as SOLVED or similar isn't encouraged on these forums :) 

In Topic: An easy way to design the game ?

21 May 2017 - 10:26 AM

When I make the classes for buffers, textures etc...I have to write them while I'm thinking at the game's design.


Textures (and in general rendering) do not care about the game's logic. All the render system needs to know is how to render what it's told to render. If it's being told what to render by a Pong game, or by a radio signal from the Bermuda triangle, all it needs to do is do its job, which is rendering.

If you make Pong, do you think you'll need to rewrite how textures work if you create a Poker game?

Likewise, the game logic doesn't need to know about how textures are implemented. Does your Pong game care about whether or not your rendering back-end is deferred or not, for example?


Think of systems as being independent of each other. To a very large extent, one system can safely be ignorant of how another system works. It's ok for the input system to not know how the audio is played, etc.

In Topic: how many there are types of sprites?

20 May 2017 - 01:29 PM

yes, i mean art style.

As many as you can think of.

Some are super-low res (think 1980s graphics), others can be hugely detailed pixel art (e.g. Owlboy as a recent example), or stick to other rules (e.g. just using x specific colors, only of x size, etc.). You can also have essentially photos or renders from 3D objects.

Some are animated, others are static. Some are affected by lighting and shader effects, others are unlit, etc.


Why do you ask? Maybe we can give better answers if we know what you're thinking about.