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Closed 9 years ago.
I'm an intermediate iOS developer with a couple apps on the store with decent results, but I have an idea for a game. I even have some pretty spectacular ideas in mind for monetizing this game.
My problem is I don't know the first thing about OpenGL -- I'm reading the documentation and watching some videos, but that's a deep rabbit hole.
My question is: Am I better off rolling my own 3d engine, or using the SDKs already out there -- Unity, namely -- and how different should I expect those approaches to be?
Thanks!
If you're making a game, you're almost never better off rolling your own renderer. Not unless there's something special about your game rendering that you need to do that engines cannot accomplish.
Oh, and we have a site for game development questions.
While making a game, if you actually want to learn something then you should go for your own 3d engine.
If you go for others engine then yes, may be you will face less difficulties but at the same time you have to go according to their boundaries and limitations.
And OpenGL ES is an API used for rendering and graphics purposes.You need to learn OPenGL ES not whole OpenGL api. Its well documentation is available out there.
here's a [link] http://www.khronos.org/opengles/
I agree with Nicol. Your time and effort is probably better spent developing the game rather than developing, yet another, '3D engine'.
Take a look at the Unity tutorials. They'll give you an idea of the development process.
http://unity3d.com/support/resources/tutorials/
and how different should I expect those approaches to be?
Unity development is very different from OpenGL development. Unity is closer to an authoring environment.
Related
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Closed 9 years ago.
I always get fascinated by 8 bit music, game play and sprites includes with NES games how to they program this ? was there an sdk ?
Back in the days of the NES, there was no programming language that compiled fast enough to run a good game that pushed the NES to its absolute limits. (It's a combination of the NES not having a strong enough CPU and compilers not being as good back then). Programmers had to write NES games using the same bytecode - set of instructions - that the NES used. Even C is high level compared to this assembly programming.
Here is a great resource from someone who created a NES game in modern times:
The Making of: ROM City Rampage (Retro City Rampage) http://www.youtube.com/watch?v=Hvx4xXhZMrU
Usually, they're written in C - what a surprise (no).
I hereby demand you not to just jump into NES game development if you don't even have the ability to google which language(s) can be used to program it. You need to learn programming, learn C well (because if you don't, you'll have a hard time figuring out basic language-related problems in parallel with the NES API itself), etc. Making games is not child's play, it requires a lot of learning.
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Closed 10 years ago.
I need to improve the fun factor in my kids educational puzzle app. At the moment my app isn't fun, in fact the word puzzle makes it sound fun, but it's more of a learning tool.
So I figure, that I need to add some animation / effects. At this stage I don't know if that means sprites, I guess it may well do.
I've done no graphics programming. I am keen to delve into game programming, at least to get a taste of it, so I'd have a little experience if I ever decided to write a game.
However, my priorities here are to develop something reasonably quickly, say 20 hours roughly (I just mention that so I don't end up having to re-invent the wheel and spend 6 months on it) and my zero budget.
So I guess my question is, what graphics / game libraries should I use, which aren't going to be massively complicated to use, but give me a good grounding in game development, where I don't have to buy a game engine etc?
Well inhmo Cocos2d will do the job for you. The learning curve is not so high if you already know your way around iOS, it has a plethora of animations and a very strong community around it. Go through the documentation and ask the community for help with the type of animation effect you want to achieve. Start here
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Closed 10 years ago.
So I have built an iPhone application using built in SDK controls, just wondering how I could make better looking applications like the ones displayed on http://pttrns.com/
Directions to books or tutorials would be grateful as well as any tips.
Take a look at Scoutzie. It's a website for finding mobile designers and design ideas.
Learn the art of graphics design, build your image assets, and stich them onto your views. You can do this a plethora of ways, not the least of which is custom drawing, image views, pattern colours... Alternatively, you can hire a designer like most of us do. :)
Point is, good iPhone interfaces are usually skinned by designers, or developers with design experience.
Look at good apps and try to recreate the experience. When the UI Layout etc is good, there really is not much left thanlearn how to create sophisticated animations and learn photoshop!
In addition, apple has several guides in the UI topic. Look around in the dev center, there is much to discover!
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Closed 10 years ago.
I want to know how is Dart handling or going to handle the graphics part. I know about WebGl but its written in javascript. Dart does have api for it, but would it get something of its own. A 3d library made for it.
and also in just your opinion what is the future of 3d/2d/etc on web.
I know for the fact that websites will become like apps.
I know that the technology that is eventually going to win is has to be open source otherwise a company could just take on a direction of its own.
I also think that gap between 3d graphics and 2d as is used in websites will narrow down.
And for this matter flash has the answer(meaning to make something appear you use language A and to just make it 3d you use language B, which is not correct way, as both are graphics.) but it belongs to one company.
But all other stuff like webgl, opengl,and unity is too complicated and works on very few places.
Mobiles and desktops will have same kind of graphical power, except size...which i am not sure given googles 3d glasses.
I so wanna learn flash...but not. It doesnt need to be this way to make a button you use css and html, but to make it 3d without hacking you go learn 1 tons of libraries and whole javascript.
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Closed 9 years ago.
I've been considering experimenting with game development and XNA. I'm already an expert C/C++ programmer. I read through some C# books, but haven't done any development in C# yet.
What's a good resource for learning XNA, from the point of view of someone who's already an expert programmer?
I'll second reimers and the creators.xna.com samples as a good way to get a handle on how to quickly whip things up.
On the other side of the spectrum, I highly recommend Nick Gravelyn's Tile Engine tutorials. It's a different approach, as the entire series is presented in video. It seems like a great place for beginners to get started, though new coders might have a bit of trouble with his pace. Having said that, the section on the Content Pipeline (which is an XNA-specific implementation of the pipeline concept) is a good introduction.
Ziggyware also has a good selection of tutorials, some of which are more advanced.
Shawn Hargreaves, one of the XNA's devs, has a great blog that let's you in on the internals of XNA a little more. Check out the archive if there's a topic that interests you in particular.
This is good: http://www.riemers.net/, just keep in mind that navigation is through the bar on the right. I must have been tired because it took me a while to figure it out :-O
Check out the XNA homepage and the tutorials over there, under Community -> Resources. As an experienced programmer you should be able to take it from there.
For more in-depth infos browse the XNA Team's blogs, also linked from the XNA Creators page.
I would say that a library called XNA Debug Terminal should be of some help to you. It is open source and can be setup in seconds. It allows you to see the value of any variable, invoke any method, watch values changing in real-time, and more by simply typing c# code into a terminal-like display that appears atop your game window. Unlike the normal Visual Studio debugger, you can invoke arbitrary code while your game is running. You can find out more about this at http://www.protohacks.net/xna_debug_terminal . This will greatly help you to avoid a lot of frustration while learning XNA.