wacko
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I do not think there is a specific book in regards to programming in c++ for games, you find that a lof these books for game programming are more centered around a tech, such as direct x or opengl or they talk about the design aspects from a programmers point of view. Or how you may want to design a certain system of the sorts. But here are a couple of books I would recommend giving a read, Game Programming Gem Series - there is 6 of these books they update every couple of years and they are a collection of articles wirtten by industry peeps. It talks about a couple of areas and mainly here again how to design or how one would want to design a certain thing. Like an AI system or something. Beginning C ++ Through Game Programming - This book gives some intro to c++ and some basic concepts of c++ I would not say its really a game programming book but its not a bad book. Programming Game AI by Example - This book is a great book on the topic of AI gives some great examples. I would recommend it. These are just a couple game related books, if I had to say what would be best I would just buy c++ books and read those and get more familar with the lang as you will find that seems to help a lot. Some books there you may want to look at that I find useful for me, are : C++ Primer Plus(5th ed) - Yea this book has it all, there is also a c version thats good. C++ in a Nutshell - good ref book Windows System Programming (3rd Edition) - pretty good book as well Effective C++: 50 Specific Ways to Improve Your Programs and Design Design Patterns: Elements of Reusable Object-Oriented Software these are just a couple; I think the best way to program a game is to know how to program in general. I think you will find once you know the lang well the rest comes easy. You start to think about how you would attack an issue in a more programmer way.
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happy birthday spelly
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I think what is real sad is people do not get the wow model... We do not do anything special or anything new really. We just designed our game to be simple for everyone and that it can run to some extent on anything. I think it was at last years GDC, Rob Pardo gave a great talk on how we designed WoW and it took 10 years of design before we thought we had the right combination and I think thats one of the big things about many of the current MMO's they are just not willing to throw out what does not work as they have invested a good amount of time already in it. Blizzard has always had a quality art pipeline and you combine this with a good design team; that saw the stuff that worked and made it even easier, and you now have one of the most successful games of all time. I am sure there is a wow killer lurking somewhere off in the distance but when it does come to light I think people will be surpised at how simple the game really is.
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3rd time i have seen godwins law invoked this week..
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So having used both Gimp and Photoshop, I would have to say Photoshop is far better and there are a couple reasons why. Mainly I think Photoshop makes better use of screen space. I think that you can do a whole lot more from the basic screen setup then you can for gimp. Secondly keyboard shortcuts Gimp like barley uses them for anything where as Photoshop has a good base set setup from the start. I think that it makes life much easier from the start. I also think that the general support Photoshop is much better then gimp. When I use gimp it feels like I am using an application made by a three year old, when I use Photoshop it feels as if I am using a polished application. Then again maybe that’s the issue with open source application... They never feel polished.
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not that I would disagree but I think much of the reason people dawg on this engine is mainly because people make crap for it... but it has come a long ways since it was originally released http://www.garagegames.com/products/torque/tgea/ but also to just mention something about many of these engines... There is only two that have tools and many of them just copy Q3 code with added feature sets like HDR lighting and such. On top of that no physics in many of them, which is a bog amount of work right there and you might as well just start from scratch as I found it to be a pain in the ass to implement a physics engine into code thats already well established.
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lol... the good old days
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so to follow up here are some old pics I found from back in the day... Something Zaphod did for tarky and cannibalcorpse way back when. This is a partial picture of a map done by Gamer55 before he claimed his death A Desert Crisis Mock up ad done by spongerocker who user to hang in mapcore long ago Mikezilla eating a popcicle One of the few maps that I can say I ever worked on outside HL and unreal. This was a Dungeon Siege map... and those of you who did any mapping for this game know what a pain in the ass it was. An image of the wonderful mapcore IRC channel back in 2001. From the looks of it, FP an old member was being kicked by gamer55. Of course FP would later be outed by most of mapcore for coping textures which of course we do not approve of . Some texture by Engi The wonders of Telnets back in the day... Who knows... Made by gamer55 hmmm... I wonder I have a bunch more... and a lot of saved chats WOW a lot of them... some interesting conversation back in the day of the core. Some of the more interesting files I found were copies of ass_bullets, which was a map done by mojo back in the day. the rmf file for eggfart or what would become de_crystal. dm_nostalgia which was made by superslacker and a bunch of random maps made by various people in the community. It was an interesting tid bit I will say to go back and look at some of this stuff.
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lol... So old, I should post some screens of old relics of mapcore goodness including some of those by the man you speak of. He never died he just lied... its flows.
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I would not recommend the GAPI as its old and outdated... There is some much newer API's out there including DX API's that u can use on PPC(Windows Mobile Devices) that are far better. One being the Windows Mobile Direct X API's. These API sit on top of the .NET compact framework 2.0 and use managed code in langauges such as c# or vb.net... I would recommend these over GAPI as tthey are still supported by MS and developed for. You can find some info at http://msdn2.microsoft.com/en-us/library/ms229664.aspx As for palm... if i recall they used or do use a Intel xscale processor and require 3rd party 3d SDK's and in many cases as mentioned above are done in java as it tends to be more mature. I would not recomment Palm programming as I find Palm changes its internals for to much to make thre OS worthy of development... I mean even Palm sees this and thus why they make Windows Mobile Devices... I would look at the Windows Moble Platform 3d stuff as I think you will have a lot easier time working with those API's as there are native to the OS and are supported still by MS.
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Just had to post to this one since I have an Amiga A1200 sitting on my desk here at work Some games I enjoyed on the Amiga were, Civ, Simcity, Lemmings, World Circuit, Eye of the Beholder, Harpoon, Populous, Gunship, F-18 Interceptor, Wings, Dizzy, and of course the greatest application of all time that made a company who we have come to hate now days AKA EA Deluxe Paint(yes they made what could have been the best old school painting application EVER) one of the largest gaming companies ever.
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ummm and who might that be ?
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yeah blizzard could make millions, i wonder what they are waiting for hmm... I wonder the samething, WTF are they waiting for.
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sadly, nothing that works with express I have read about people bounding the .php files to just use the html intellisense. if you really needed it you could make your own intellisense schema files, with out having to write your own language service for VS. Which I am surprised someone has not done already.
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well without saying to much, I can say they did not get tired of more of the same, people got tired of them wasting time and not giving the people what they wanted which was more of the same... I am sure that is reflected by the over 8 million wow customers worldwide and the more then 1.5 million online D2 players worldwide. While many have stated that this game played much Diablo 2 when they played it at E3, it will be interesting to see what Bill Roper can do without the huge backing of Blizzard.
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bad news there express does not support plugins but shoudl support syntax highlighting I will see what I can find.
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Are you looking just syntax highlighting or full intellisense support as well ? and which version of Visual Studio ? 2003 or 2005 ?
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lol... who did you hear that from ?
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we had a huge company meeting yeaterday and watched it up on the movie screen, this being like the 12th time i have seen it, it was just as good.
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well its about time, congrads dude, a long time coming I will say
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well I mean its a dynamic lang which in most cases do not really have types they are just objects. scripting langs all tend to be that way. LUA is a good one I will say aside from WoW's UI we use it all over the place in tools
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Huh? Ghost is "indeffinately postphoned". And why would this have anything to do with SC2? all this SC2 talk.... where does one get that blizzard would make an SC 2 ? I mean its been what almost 10 years since SC1 and battle.net is still strong :0 wi th the current games LOL
