I like to become game developer.. I already work as web developer for the past year. There I used php, jQuery, mysql and some framework also. It's little boring now same thing again and again. So I start to learn Android application development.
My question is:
If want to become a game developer
what skills should I have (like java, c++, etc) ?
Where can I get good tutorials (online)?
Is previous knowledge will help me?
To answer your questions, with an Android flavor:
All that said though, there are several similar type questions on this site, which are geared toward starting game development, which you should check out:
Tank sleep. If you thought 60 hour workweeks were bad before, they'll be distant memories of the easy times pretty soon.
Also, define "game developer". The majority of any programming job is grunt work, programming the bread and butter stuff. The job "game developer" might appear glamorous to you from a distance, but it's just another programming job (you sound like a junior programmer). The only difference is that you're programming what happens to a sprite moving across a screen rather than an algorithm to calculate some business data.
I'm looking for a SIMD library focused small (4x4) matrix operations for graphics. There's lots of single precision ones out there, but I need to support both single and double precision. I've looked at Intel's IPP MX library, but I'd prefer something with source. I'm very interested in SSE3+ implementations of these particular operations: Mat4 * Mat4 Mat4 * Vec4 Mat4 * Array of Mat4 Mat4 * Array of Vec4 Mat4 inversion (nice to have)
GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch...I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering
Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on libraries that insist on specializing on one part of what makes a game (like Ogre does for graphics, and OpenSteer does for steering), rather than engines/libraries that try to feature a lot of different features. 3D Graphics: OGRE3D http://www.ogre3d.org/ Irrlicht http://irrlicht.sourceforge.net/ Sound: IrrKlang http://www.ambiera.com/irrklang/ Found this: http://wiki.gamedev.net
Almost all big titles that I have played require you to install the MSVC runtime. There have been numerous questions about "statically vs. dynamically linked CRT" on StackOverflow, the reasons for dynamic CRT generally boil down to: Reduced memory usage if other programs are using the same libs Can update the libraries independently. But I wonder, how often are these reasons related to game... not be running other programs to share the CRT. I don't think I have seen a game needing to upgrade its CRT in its life-cycle. So, why don't games statically link their CRT so they can reduce the extra step
I have a lot of complex objects in a scene and im looking for an efficient way to find which object a fired bullet hits and to find the hit coordinates. It would be best if there was a lightweight library to do this. it seems that PhysX can do this, but i didnt find a way except to give every face in every mesh a physX system and that seems to become a bottleneck. thanks in advance.
I'm writing a game engine which is going very fine. However, I'm now posed with handling textures. My Engine is in 2D, for simplicity reasons mostly to get a good idea of how to work with OpenGL. I do this in C++, and I have a hierarchical set-up when it comes to classes. There's a base class and some other classes derive from that. So now I'm onto the part where I want to load up some textures..., and OpenGL renders the whole thing. I think that's the best I can do at explaining. Know that the SceneManager itself contains no OpenGL code, just paths and information that OpenGL needs to know
component associated with it). No problem until this point. For this function I want to use a scientifically tested, accurate N-body simulation algorithm (like this). It's my field so I already know how to do that. The challenge is how to make the game activate the function efficiently. This is what I've thought of so far: The algorithm can calculate a lot of time steps in a short time, so I could... double-buffering. The question is: who should be responsible for activating the spacecraft's algorithm? Should I do that directly in the game loop, or perhaps create a "timer object" that keeps track
I have two components I'd like to connect them to each other. PhysicalComponent containing rigid body(position, rotation, velocity) and is holding body from physics engine. GraphicsComponent onscreen representation(position too, rotation too). I'd like to sync this components, how to do it? Read position, and rotation in GraphicsComonent from Physical comopnent. Add one more component that sync them. But problem is that I want to change on screen representation (other class such as PositionInerpolator do it, and it can work only with GraphicsComponent), and it must change physical
controls easy to set up (i'm using SFML and Box2D at the moment) I don't want to re-invent things like buttons, arrows being placed wherever the mouse is located, and more game specific items... input to press buttons or drag objects in games has "Focuses" (like a textbox being able to gain focus and be typed in) Is compatable with SFML/Box2D and code for common game mechanics/controls that.... Allows easy setup of controls for a game Makes events like clicking and holding on an object easy to setup, as so objects can be dragged around afterward Are there any simple libraries