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Game Development

Name: Anonymous 2011-08-20 11:13

Hello /prog/ I'm interested in creating a game and I was wondering what a good start would be. I'm a programmer but I've never done any game development before so this is new to me and what better place to ask then /anus/.

For this I don't exactly care if I have to learn another programming lang but it is preferable that it's not pig disgusting. Suggestions?

Name: Anonymous 2011-08-20 11:18

You are not even saying what kind of a game you have in mind, and it's pivotal for your question.

Name: Anonymous 2011-08-20 11:37

Start very simple, and work your way up.

Implement Break Out or Space Invaders.

Name: Anonymous 2011-08-20 11:39

There's only one game: Das Glasperlenspiel. Do that. Spend your life doing that. Don't waste time with silly amusements.

Name: Anonymous 2011-08-20 11:59

You can use any Turing-complete language.

Name: Anonymous 2011-08-20 12:02

>>4
This is the most intense thing I've ever read.

Name: Anonymous 2011-08-20 12:30

>>6
You should read more.

Name: Anonymous 2011-08-20 12:47

I suggest implementing Space War!, since it makes you think about acceleration and transformation matrices. Create a loop, your "game loop", that processes user inputs, calculates game state, and then draws to a canvas.

Name: Anonymous 2011-08-20 12:48

>>7
You should stop feeling so insecure that you must be arrogant (and bluffing).

Name: Anonymous 2011-08-20 12:57

If it ain't Roguelike, it's crap.

Name: Anonymous 2011-08-20 13:04

MUD. Game is a process, users change the state of the world. Ban everything graphic. Now, that's the Wired.

Name: HASKELLER 2011-08-20 13:24

>>11
users change the state
eeeeew that's gross

Name: Anonymous 2011-08-20 13:39

>>12
Learn the state monad, impostor.

Name: Anonymous 2011-08-20 13:59

>>13
Monads are necessary evil, but gross anyway.

Name: Anonymous 2011-08-20 19:20

there's a big difference between programming games and programming real time games with lost of heavy physics and graphics.

Name: Anonymous 2011-08-20 19:28

Choose ¿¿The Land Of Lisp??.

Do not make a MUD, dungeon crawler, Minecraft clone.

Write down everything you come up with while extremely high; don't question it ever.

If you ever have any doubts, we are here for you.

Name: Anonymous 2011-08-20 20:01

>>14
I don't think you understand monads, redditor.

Name: Anonymous 2011-08-20 20:36

>>16
Thanks, 66weekend dad99.

Name: Anonymous 2011-08-21 3:39

OP here. I appreciate your responses so far. I guess I wasn't specific enough in my question. What I'm looking to do is to learn the principals behind 3D game development. Just because it's interesting.

I've been recommended this book "3D Math Primer for Graphics and Game Development (Wordware Game Math Library)" by a friend. Any other paths worth walking?

Name: Anonymous 2011-08-21 8:57

>>19
what languages are you proficient with/

Name: Anonymous 2011-08-21 10:37

>>19
Irrlicht has stuff, I think the 'examples' actually are like tutorials. Lots of shit too, like map editors, "scenenode" editors, whatever, model and map loaders.

I think it has some spare octree support, at least in collision detection. I'd like to see Blender maps used in it.

Name: Anonymous 2011-08-21 11:29

If you want to learn the principles from scratch:
http://gafferongames.com/ teaches physics
Then learn OpenGL, using your favorite programming language (Java and C/C++ are the most popular and will have the most learning resources, but generally the opengl libraries for every language are pretty similar so you can translate them. Also i've heard python opengl sucks.) OpenGL is pretty bare-bones, so you'll end up essentially writing your own engines. Then make games, start simple, with like asteroids or pong or something. In fact, it might be worthwhile to go through the history of video games, just making clones of various things (even if they aren't full-fledged games, write the engine for them).

What I mean is start out with pong or asteroids then move into more complicated arcade games then make like a platformer, a more complicated strategy game, maybe an RPG, then get into 3D.

It helps to have some basic knowledge of linear algebra, so like understand what a matrix is, what a basis is, how matrices map onto operators, etc. There are good linear algebra courses online, like MIT OpenCourseware has a great one with lecture videos.

Name: Anonymous 2011-08-21 15:40

panda3d

Name: Anonymous 2011-08-21 17:16

Name: Anonymous 2011-08-21 19:06

>>24
You need an engine if you are writing in C++. The language is so broken and terrible that to not include a lot of general purpose code up front is basically suicide for your project.

Name: Anonymous 2011-08-22 1:16

>>24
if you want to be a fucking retarded game designer, yes, write games...

write engines when you want to be a real cg programmer.

Name: Anonymous 2011-08-22 2:45

>>26
Write OSes and video drivers - be extra hardcore
Or better get a FPGA set and PROGRAM THE HARDWARE

Name: Anonymous 2011-08-22 3:42

>>27
FPGA
Real men do their own photolithography.

Name: Anonymous 2011-08-22 4:27

>>25
No you don't need an engine.

Name: Anonymous 2011-08-22 11:09

>>19
I'm not sure if this is exactly what you want, but the book Game Engine Architecture by Jason Gregory is pretty good. It's not "here's this code, now copy and paste it" like a lot of other game programming books, it gives an overview of all the engine subsystems and things you'll want to think about while designing them.

I wouldn't jump into it right away, though. >>24 is pretty good advice.

Name: Anonymous 2011-08-22 12:54

>>9
You should stop projecting.

Name: Anonymous 2011-08-22 13:12

>>29
Yes you do. C++ is too shitty to stand on its own.

Name: Anonymous 2011-08-22 14:57

>>32
Whether you "need" an engine or not is related to the libraries you're using, not the language. If C++ is missing some feature you need you should be able to find it in Boost or something.

Name: Anonymous 2011-08-22 15:21

>>24
Good article.  I drew pretty much the same conclusion after working on a project for a couple of years.  If you write your game well, then you end up with an engine.  There's no guarantee it's useful for any game other than your own, but at least it's useful for that one game.  If you just set out to write a generic game engine, there's a high probability it won't be useful even for one game.

>>25
Terrible

>>26
You don't get it

Name: Anonymous 2011-08-23 1:19

Thanks everyone. Some good advice. I'm pleased to see this didn't become an anus thread long enough to get some useful responses.

Don't change these.
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