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Can only create games with game engines.

Started by March 22, 2019 04:19 PM
12 comments, last by Davicus 5 years, 8 months ago
10 hours ago, Accelor said:

that's awesome, I cant even begin imagining what writing graphic demos in assembly would look like, thats super impressive, did you learn directx/c++ via chillitomato? and I really like that idea of creating simple demos focusing on a single thing, thats really smart ty and ill try to not get down about it :P 

Ah the Assembly part was quite demanding and made simple demos( drawing a line, in realtime, was a challenge ) for the Spectrum. To be honest, I managed basic stuff but it proved invaluable to understanding the Mastersystem and Megadrive.  It also helps clear up myths from their eras such as "the Snes was more powerful than the MD, and so on for the Spectrum and C64", as in neither case was that correct.  For every advantage one had, it was trumped in another.

My time with C++ and DirectX was..."messy".  I was learning in 2000 and my knowledge was like Frankenstein's monster - different books and winging it on hope-and-a-prayer.  In that hindsight I do recommend, once or twice a week,  to spend a 30 minute focused session reviewing your code and slim'n'tidy it, ready for your longer, more serious sessions.  This is what really shapes you into a disciplined programmer and to also nuture your own style. Basically, get into a routine....

I think you're on the right track, though!

Languages; C, Java. Platforms: Android, Oculus Go, ZX Spectrum, Megadrive.

Website: Mega-Gen Garage

Quote

Can only create games with game engines.

A few years ago I created this 3D game without engines: https://www.gamedev.net/projects/1049-bitballoon3d/

I used pure WebGL and TypeScript for this game. The author of TypeScript is Anders Hejlsberg. He is also the author of C#. I see that you study C#. You wrote about it above and you tagged your theme with C#. TypeScript and C# are very similar languages. I like study these languages together. I can use OpenGL/OpenTK for C# and WebGL for TypeScript. This way saves my time because OpenGL and WebGL are similar. I like to study similar things. TypeScript and WebGL allow us to run applications in one click in different platforms. For example, you work on Windows and you make a demo. You want to show your demo to your friend but he uses Mac. You can spend a lot of time to build your demo to Mac and Linux from Windows. If you made your simple game using WebGL you can give a link to your friends and they can run it even on mobile devices. One click only. Your can share your code with friend and make your games in Sandbox. I made this Snake 2.5 game using TypeScript and WebGL. You can fork it (just press Fork button in Plunker), change and send me a link on your version with your changes. This way helps to study coding.

 

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I think it's also valuable to learn about the underlying mathematics, physics, and hardware issues you are trying to solve in the process of creating an engine. If you don't understand the problems then solutions available in tutorials will be meaningless.

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