what else does it take to make a game
#1
Posted 23 September 2008 - 06:30 PM
can anyone recommend very or reasonable books for c++ and 3d modeling and i will try and make this my last question about programing and 3d modeling that's why i am asking i just do better reading books ones that i can buy i don't care how long of a list you give me ether i would like to hopefully know it all
#2
Posted 23 September 2008 - 09:13 PM
As for handy books. The 3 books i own that are my bibles are The black book of assembler programming by Michael Abrash (You can download this for free now, I believe), Computer Graphics: Principles and Practice by Foley, Van Dam, Feiner and Hughes (Be warned this book is very hard going and very drily written ... its an excellent cure for insomnia though ;)) and Real-time rendering by Watt and Watt.
The last two books are pretty advanced though so unless you have a good knowledge of mathematics don't expect to understand everything written in them.
Beyond that I did all my learning in a time before the internet. I worked it all out as I went along (Was so chuffed with myself when i "invented" the Z-Buffer ... can't believe that Catmull beat me to it 4 years before i was even born ;)). So my suggestion is get a good maths book, get a good programming book, get a big pad of paper, lots of pencils and begin working your way up to an amazing game. I wrote many many completely rubbish games when i was younger and I learnt something from each of them. I'm, now (after 15 years), pretty good at it :)
As an aside: Its also worth noting that I've never come across (Though that isn't to say they don't exist) an excellent coder who is also an excellent 3D modeller. The best modeller can't code and the best coders can't do modelling. My experience tells me that the best 3D modellers were all amazing general artists well ebfore they started learning a 3D modelling package.
#3
Posted 23 September 2008 - 10:40 PM
Goz said:
Wow that's a weird comment, which is insulting to both 3d artists and programmers!
#4
Posted 23 September 2008 - 11:39 PM
Goz said:
Either I'm at the intellectual level of those graphics pioneers or I'm terminally uncreative *~*
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dave_ said:
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#5
Posted 23 September 2008 - 11:41 PM
If you are not making a big game (ie Half-Life etc), then at least make it fun!
www.marek-knows.com
#6
Posted 24 September 2008 - 12:03 AM
dave_ said:
It's certainly a true comment in my experience. I don't find it insulting. It takes around 10,000 hours of practice to develop expertise in any field, and most people haven't spent anywhere near that much time on *both* programming and modeling.
Maybe there are a few geniuses (or really, really hard-working people) out there who can master both, but in the main it is a statement about where people's priorities lie, not their level of ability or talent.
#7
Posted 24 September 2008 - 04:03 AM
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That's pretty much it aside from possibly an art program to work on textures and things. Gimp is a good free one. Start small and have fun with it.
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#8
Posted 24 September 2008 - 10:20 AM
dave_ said:
Yes but in the context of that previous sentence I explain that it is in my experience (ie "I've never come across (Though that isn't to say they don't exist)"). Sorry if you find my experiences insulting but I feel you are probably being a touch over-sensitive.
I do stand by what I said though and I can't see how that is insulting to 3D modellers OR coders. "You are excellent at what you are good at and shit at what you are not good at" seemed self explanatory to me ... I, for example, am a coder with a LOT of programming experience in areas ranging from 3D engine development, to low level optimisation, to network architecture, to Audio and Video DSP development. I'd far far rather work with an excellent 3D modeller than try and do the modelling myself. Im a shit 3D modeller. Do i find that insulting? No. Every artist that I know would not find it at all insulting to be told they are shit coders. They would rather work with a good coder than do the code themselves ...
#9
Posted 24 September 2008 - 11:50 AM
bazso said:
First off, what is this game you're talking about? Games come in wide variety of forms, and many of those don't require a modeller at all. In fact, it's probably best to start in 2d, get to know what goes into a game, and then later on trouble yourself with the additional complexities of 3d. Most of the stuff you learn in 2d are exactly the same in 3d.
When you talk about making a game, you probably have something specific in mind. Defining this would help in giving references to books and such. But if you just want to make a game, any kind of game, the requirements are much lower. You can make a simple game in C in just five lines of code. Granted, it's not a very complicated game.
But wait! You don't need a programming language, or even a computer, to make a game. You can do one with some paper and pens. Maybe some dice. Maybe with cards, maybe on a map. Many lessons learned in that world also apply to computer games.
#10
Posted 24 September 2008 - 02:49 PM
Goz said:
No, I'm not that offended. I probably should have put smilies down to indicate the flippant nature of my comment. However, I have know several great artists who have become great programmers. It rarely happens the other because programmers earn more.
I know programmers who are great artists. I personally think programming, like architecture, is as much art as it is science or engineering.
#11
Posted 24 September 2008 - 03:17 PM
Sol_HSA said:
First off, what is this game you're talking about? Games come in wide variety of forms, and many of those don't require a modeller at all. In fact, it's probably best to start in 2d, get to know what goes into a game, and then later on trouble yourself with the additional complexities of 3d. Most of the stuff you learn in 2d are exactly the same in 3d.
When you talk about making a game, you probably have something specific in mind. Defining this would help in giving references to books and such. But if you just want to make a game, any kind of game, the requirements are much lower. You can make a simple game in C in just five lines of code. Granted, it's not a very complicated game.
But wait! You don't need a programming language, or even a computer, to make a game. You can do one with some paper and pens. Maybe some dice. Maybe with cards, maybe on a map. Many lessons learned in that world also apply to computer games.
#12
Posted 24 September 2008 - 03:53 PM
bazso said:
#13
Posted 24 September 2008 - 05:06 PM
dave_ said:
But it is true...
My stuff: torus.untergrund.net <-- some diy electronic stuff and more.
#14
Posted 24 September 2008 - 07:18 PM
Sol_HSA said:
#15
Posted 24 September 2008 - 07:43 PM
#16
Posted 24 September 2008 - 07:48 PM
Sol_HSA said:
First off, what is this game you're talking about? Games come in wide variety of forms, and many of those don't require a modeller at all. In fact, it's probably best to start in 2d, get to know what goes into a game, and then later on trouble yourself with the additional complexities of 3d. Most of the stuff you learn in 2d are exactly the same in 3d.
When you talk about making a game, you probably have something specific in mind. Defining this would help in giving references to books and such. But if you just want to make a game, any kind of game, the requirements are much lower. You can make a simple game in C in just five lines of code. Granted, it's not a very complicated game.
But wait! You don't need a programming language, or even a computer, to make a game. You can do one with some paper and pens. Maybe some dice. Maybe with cards, maybe on a map. Many lessons learned in that world also apply to computer games.
last time i remember a question is design to gain knowledge questions are design for people that do not know that answer for which they seek to gain under standing unless you do not agree with this statement then i assume you are not from this world?
#17
Posted 24 September 2008 - 07:53 PM
If you start playing a new musical instrument, is the first thing you do attempt to play a difficult concerto? No, you start with little exercises and simple pieces and work your way up to the concerto. If you start learning a new foreign language, is the first thing you do write a philosophical treatise in that language? No, you start by learning simple phrases and basic grammar, and work your way up to the philosophy.
Likewise, when you start programming games you shouldn't expect the first game you make to be a 3D war simulation, no matter how many good books you read. You need to start small and work your way up to the big stuff.
#18
Posted 24 September 2008 - 11:47 PM
#19
Posted 25 September 2008 - 12:29 AM
You'll be setting yourself up to fail if you try to bite off more than you can chew.
#20
Posted 25 September 2008 - 12:55 AM
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