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Naughty Alien

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Blog Comments posted by Naughty Alien

  1. ..im interested to see speed results, on few particular areas..and eventually do some speed comparisons as recast is not a fastest gun out there .. but all in all, its good to have such feature integrated in to system, i just hope as i mentioned before, system will be done in such way that I could have renderer isolated entirely from other stuff, including this pathfinding solution..

  2. ..im seconding what gamecreator said..few lines of example code with each parameter description is way to go..also, i hope that under 'programmers' expression, you primarly thinking on people whos using raw C++, C# and Bmax, rather than scripting language..having said that, i also hope that system will be fully available in fashion as current LE is, because to me personally, none of future editors has any value , because from my experience i have so far, most of tasks i needed to perform, and requests from artists, were way way beyond offered toolset capabilities (not just LE, but Phyre library as well) , so i would like to be able to build my own tools from scratch for certain targets .. i really hope for this things because im planing to use LE 3 fully on mobile devices + mac .. if not..then..ill have to say good bye..

  3. ..ill think twice before i consider CryEngine 'free'..similarly to UE or Unity, yes, its 'free' for you to download, play, learn how to use it (its good for them, expanding user base)...however..soon as you cross line called 'commercial development' or better say 'lets make some money', you will see real nature of such 'free' solution..and im not talking about 99$, but massive percentage out of whatever you make (profit)..

     

    However, major limitation for most of people (3d enthusiasts or bedroom coders), is not tech or engine, whatever you use, but put it simply, media necessary to produce some quality game of that scale where use of UE or CryEngine will make some impact. Soon as you go down to scriptwriting, sound design, unique level design(im not talking about downloadable models packs), characters, animations..you will realize that real limitation is not ability to use engine of any kind, but simply, production of content for it,if you planing to sell your game..as for hobbists and people who just taking it for learning curve..its okay..no impact for both parties anyway..

  4. ..my advice is very simple...dont discourage yourself because few 'bricks on the road' you hit .. thats okay..everything has its learning curve, and that mean specific problems tied to it, so, its something to be solved and taken care about..strictly separate yourself as an artist or just as a programmer is a very wrong way of doing things in my understanding, simply because, to properly create art, you need and you should understand underlying tech what will use those art assets..similarly, to really dig in to programming world(games wise) , you should understand art limitations and way its builted as well as 'way of thinking' of one artist, in order to make proper bridge between these worlds...all in all, I highly encourage you to not give up programming, and dont be upset or scared about C++..believe me, its nothing what you will have issues with, just keep in mind that you have to take correct approach during learning process, and things will sit easy on its place..eventually, if you want to understand OO, try to download demo version of Bmax(if you dont have it) and learn there OO structuring in much more friendly environment than C++, after you understand OO with Bmax, you will have zero time to slip in to C++ (really really minimal differencies )..also, try to avoid LUA while taking a bite over OO programming with C++ or Bmax..simply learn and understand properly OO and its advantages and then, you will find even LUA much more handy than now..also, keep in mind that everything..and I mean everything you do with OO style programming in games, you can do with procedural, what is easy to understand (even i recommend it only to be one of the steps in your learning curve, but not for real use), but difference came clearly on sight as code, harder to maintain and generally more messy turning to be with code length, then OO, but again, entire game is doable with procedural, if that suits you...bottom line is..dont give up..there is always a way, and only thing what does matter is to take correct steps during learning (proper books, understanding of problems, and NO myths)..and you will do just fine..remember, C++ is just a language like all others..thats all..you can do it..im sure..

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