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How do you get Started in Game Programming?

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EnsBrom

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Jan 13, 1999, 3:00:00 AM1/13/99
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Hi I want to start taking my written out games that I have been tweaking for
years and finally get them on the computer. I know little about anything but I
do know what you need. So my questions are:

1) What is the most popular programming software for games/or RPGs

2) What EXACTLY is 3D Modelling and is it required

3) Is all of this extremely hard to learn?

Falkon1313

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Jan 13, 1999, 3:00:00 AM1/13/99
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>From: ens...@aol.com

>1) What is the most popular programming software for games/or RPGs

C++, Delphi, Visual Basic, and C are the big name languages. (Delphi is
an evolution of Pascal) Personally, I like Euphoria. Though it doesn't
automatically handle Windows stuff for you and the Windows interface libraries
are still developing, it's great for DOS. Simple, yet powerful.
(http://members.aol.com/FilesEU)

>2) What EXACTLY is 3D Modelling and is it required

3D Modelling is basically describing objects' shapes and surfaces in terms
of component polygons and their textures and relative scales and angles, so
that graphics can be generated to view the object from different angles and
distances in different lighting conditions. May also refer to a physics model
to handle the interaction of objects in a 3-D coordinate system.
And no, it's not required or really necessary unless you're doing a flight
sim or some other sort of simulator. (or a 3-D shooter like Duke Nukem 3D) In
fact, IMO it's currently way overdone and serves only to waste resources and
lead to more opportunities for bugs to creep in for many types of games. But
it makes things prettier.

>3) Is all of this extremely hard to learn?

Yes, no, and maybe. Programming is fairly easy to learn, but can be
tedious, and there's a great deal to learn. Patience is key. The actual act
of programming is simple, but there are a lot of tricks, optimizations, and
techniques, not to mention different software interfaces depending on the
language and OS you're working with.
3-D modeling is actually a lot like programming. But instead of logic
constructs, statements, and data objects, you're manipulating 'mechanical'
objects, shapes and textures. I haven't done much myself (heh, nothing I'd
want to show other people). It's more subjective and personally I find it
somewhat difficult. But for some people, I'm sure it's easier. In any case,
learning is mostly a matter of learning the software, the shapes and what
visual effects you can use (and how they combine).

Better than anyone can describe it to you, though, is to jump in and play
with it. The 'net is an abundant source of programming software, and there's
some free 3-D modeling software available too. Check out a couple of books
from the library, download a programming language or two and a
modeler/renderer, and see for yourself.
Check the programming and 3D graphics websites for a near- infinite number
of tips, how-to guides, articles, etc. (There are even whole books available
on-line.)

Good luck.

gur...@saruman.wizard.net

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Jan 13, 1999, 3:00:00 AM1/13/99
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This has already been answered excellently, but here's my two cents
anyway....

On 13 Jan 1999, EnsBrom wrote:

> Hi I want to start taking my written out games that I have been tweaking for
> years and finally get them on the computer. I know little about anything but I
> do know what you need. So my questions are:
>

> 1) What is the most popular programming software for games/or RPGs

Currently, I'd expect it to be C++/C (C++ = C + other stuff). C is
astonishingly popular still. You'd be safe learning C++, as it has
everything C has, plus lots of other useful bits.

There are other languages that can be used, though. But you haven't
expressed interest on that end, so I won't waste bandwidth.

> 2) What EXACTLY is 3D Modelling and is it required

It's hard to say EXACTLY, but 3D modelling is basically the process of
taking a 'real' (or potentially real, like an alien) object, and making a
three-dimensional model of it in a computer. This is usually done with
high-end software.

This becomes useful in games when one is, for example, creating a
cut-scene and needs a really good interior of a mage's laboratory. Rather
than either A) creating a set and photographing it, or B) getting a
graphic person to draw a picture of it, you can 3D model it; it looks more
realistic than a drawing/painting/whatever, and is less expensive than
mocking it up in real life.

To a lesser extent, 3D modelling is also seen in Quake. Ostensibly, the
ogres in Quake are 3D models. Very rough 3D models, but models
nonetheless.

'Is it necessary?' Depends on the game. You mention RPG's; depending on
the game design, probably not. You can get by with artwork, and that will
probably fit the RPG theme better (RPG people have grown up on fantasy
artwork).

> 3) Is all of this extremely hard to learn?

Depends on your interest level and/or IQ. If one is a moron, yes. If a
genius, no.

What it does take is *time*. There is no such thing as 'a simple matter
of programming,' except to experienced programmers. It takes programmers
years to get to the point where they can produce a decent game.

Aldin Larice


jason

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Jan 13, 1999, 3:00:00 AM1/13/99
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Some more thoughts on 3d modeling...

gur...@saruman.wizard.net wrote in message ...
<snip>


>> 2) What EXACTLY is 3D Modelling and is it required
>
>It's hard to say EXACTLY, but 3D modelling is basically the process of
>taking a 'real' (or potentially real, like an alien) object, and making a
>three-dimensional model of it in a computer. This is usually done with
>high-end software.


3d studio max is widely considered the best PC platform based modeler,
Lightwave being considered the best animator.

>
>This becomes useful in games when one is, for example, creating a
>cut-scene and needs a really good interior of a mage's laboratory. Rather
>than either A) creating a set and photographing it, or B) getting a
>graphic person to draw a picture of it, you can 3D model it; it looks more
>realistic than a drawing/painting/whatever, and is less expensive than
>mocking it up in real life.

Hmmmm... I have to disagree. A 2d drawing can look more or less realistic
than a model simply depending on the artist's skill. It is extremely
difficult to model an environment that looks non-computer generated. In
fact, for still shots, most artists will opt to render a scene in 3d, then
"fix" it in 2d.

>
>To a lesser extent, 3D modelling is also seen in Quake. Ostensibly, the
>ogres in Quake are 3D models. Very rough 3D models, but models
>nonetheless.


Most objects in Quake 1 are models. The artists used 3ds max and exported
the finished work in a compatible format. The only non-models in Quake are
some sprites used to show bullet impacts on walls and similar effects.

>
>'Is it necessary?' Depends on the game. You mention RPG's; depending on
>the game design, probably not. You can get by with artwork, and that will
>probably fit the RPG theme better (RPG people have grown up on fantasy
>artwork).


Heh. 3d can add a new dimension to RPGs tho. (no pun intended). Ultima
Ascention is an attempt to make a very realistic environment for the Avatar
to interact with. Richard Garriot wanted 3d to make the world more alive-
I've seen the beta, and I have to say it works beautifully. Still, 3d is
overused today- most designs seem to be backwards- they start with "hey,
let's make a 3d game" and then decide what kind, instead of deciding on what
kind and then realizing if 3d is a good or bad idea, necessary or
unnecessary.

On the other side of the coin, I don't personally consider it a good idea to
start by competing with the powers that be- 3d is a difficult mode of
design, and Id and Seirra (yes, Seirra, Half-Life is absolutely the best
game I've played in years... if you want an example of incredible design,
programming, art... buy it. It is no less than amazing.)... Id and Seirra
have been doing 3d a lot longer, and have made engines that make my brain
hurt. I'm starting on a lower level... a top down turn based strategy game-
where the design is most important and cool effects are more candy then
necessity.

J

per abrahamsen

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Jan 13, 1999, 3:00:00 AM1/13/99
to

Excuse me if I'm wrong, but doesn't HalfLife actually use a souped-up Quake2
engine? I'm pretty sure it does. Another thing: 'Valve' made HalfLife.
Sierra only published it. I'm emphasizing this because the earlier releases
from Sierra have been infested with so many bugs and wrongdoings that the
games were unplayable. And besides, we all know the Sierra Point-And-Click
adventure games suck :-)

>programming, art... buy it. It is no less than amazing.)... Id and Seirra
>have been doing 3d a lot longer, and have made engines that make my brain
>hurt.


--
per.abr...@jancomulti.com
http://users.jancomulti.com/~pabraham/home/main.htm
jason <will...@spamsucks.mindspring.com> wrote in message
news:77id5o$dc6$1...@camel21.mindspring.com...

jason

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Jan 13, 1999, 3:00:00 AM1/13/99
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You arent wrong. I knew Valve wrote it, I'm not sure why I gave Seirra
credit... and yes, it is Quake2 engine... but what they did with it is
totally amazing. High points are the wicked cool lightning effects, bullets
(wow) and... the godly AI. I've never seen anything like it. The enemies are
as smart as you are... you find yourself second guessing every move, making
really complex plans to kill only two or three of them in the next room...
they work together, try to flank you, throw grenades to flush you out of
your cover, rush you, pin you down while thier friends get a better angle...
and that's just the humans :) The aliens are scary as all that. My
recommendation stands :) Viva la Valve!

J

Oh, and if you want a cool point and click- Grim Fandango by Lucasarts. Fun,
humorous, artistic, and extensive. Plus they really evolved a great way to
interface you with the environment- you don't even use a mouse :) (yeah,
sounds annoying, just try it and see)

per abrahamsen wrote in message <369cb...@news.jancomulti.com>...

It's Hymn

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Jan 13, 1999, 3:00:00 AM1/13/99
to
ensbrom wrote:
Hi I want to start taking my written out games that I have been tweaking
for years and finally get them on the computer. I know little about
anything but I do know what you need. So my questions are:

1) What is the most popular programming software for games/or RPGs

2) What EXACTLY is 3D Modelling and is it required

3) Is all of this extremely hard to learn?

-------------
I'm an amateur and have a job (and a little tiny "life" too) and don't
have much time to devote to my beloved games. From your post I get the
same impression of you. What I did is start small, by copying out one
of my handwritten games onto my homepage as a paper and pencil game.
Then as I had time, I picked up some programming language and have built
some fairly cool // very simple games.

answers:
1) I dunno, I use javascript because it's webtv compatible and doesn't
require any special downloads. I'd prefer java, but I don't intend to
go into C because I want to stay web based. (I could get beat up for
this opinion but would appreciate feedback)
2) For me (the amateur) 3D modelling is the coolest program ever. There
are several ways to start, ground level is about $100. I hardly ever
use it but as a non-artist I depend on it.
3) None of it has been extremely hard to learn for me. Some has been
challenging but for me that's the half the fun.

beep beep!


gur...@saruman.wizard.net

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Jan 14, 1999, 3:00:00 AM1/14/99
to
On Wed, 13 Jan 1999, jason wrote:

> Some more thoughts on 3d modeling...
>
> gur...@saruman.wizard.net wrote in message ...
> <snip>

> >> 2) What EXACTLY is 3D Modelling and is it required
> >

> >It's hard to say EXACTLY, but 3D modelling is basically the process of
> >taking a 'real' (or potentially real, like an alien) object, and making a
> >three-dimensional model of it in a computer. This is usually done with
> >high-end software.
>
>
> 3d studio max is widely considered the best PC platform based modeler,
> Lightwave being considered the best animator.

<nod> I'm not up on my 3D packages, so I figured it best not to try to
name names that were hazy half-memories. :-)

> >
> >This becomes useful in games when one is, for example, creating a
> >cut-scene and needs a really good interior of a mage's laboratory. Rather
> >than either A) creating a set and photographing it, or B) getting a
> >graphic person to draw a picture of it, you can 3D model it; it looks more
> >realistic than a drawing/painting/whatever, and is less expensive than
> >mocking it up in real life.
>
> Hmmmm... I have to disagree. A 2d drawing can look more or less realistic
> than a model simply depending on the artist's skill. It is extremely
> difficult to model an environment that looks non-computer generated. In
> fact, for still shots, most artists will opt to render a scene in 3d, then
> "fix" it in 2d.

True; I should have said "it *can* look more realistic than a
drawing/painting/whatever". The advantage to the 3D environment is that
you can animate it, whereas animating a painting looks stilted and
pasted-on, 95% of the time. Which is why 3D modelling is nice for
cutscenes.

> >To a lesser extent, 3D modelling is also seen in Quake. Ostensibly, the
> >ogres in Quake are 3D models. Very rough 3D models, but models
> >nonetheless.
>
>
> Most objects in Quake 1 are models. The artists used 3ds max and exported
> the finished work in a compatible format. The only non-models in Quake are
> some sprites used to show bullet impacts on walls and similar effects.

<nod>

I suppose you could even call the walls models.

> >'Is it necessary?' Depends on the game. You mention RPG's; depending on
> >the game design, probably not. You can get by with artwork, and that will
> >probably fit the RPG theme better (RPG people have grown up on fantasy
> >artwork).
>
> Heh. 3d can add a new dimension to RPGs tho. (no pun intended). Ultima
> Ascention is an attempt to make a very realistic environment for the Avatar
> to interact with. Richard Garriot wanted 3d to make the world more alive-
> I've seen the beta, and I have to say it works beautifully. Still, 3d is
> overused today- most designs seem to be backwards- they start with "hey,
> let's make a 3d game" and then decide what kind, instead of deciding on what
> kind and then realizing if 3d is a good or bad idea, necessary or
> unnecessary.

Agreed, which is why I said "probably not". 3D can work, but much of the
time it's an unnecessary accessory.

> On the other side of the coin, I don't personally consider it a good idea to
> start by competing with the powers that be- 3d is a difficult mode of
> design, and Id and Seirra (yes, Seirra, Half-Life is absolutely the best
> game I've played in years... if you want an example of incredible design,

> programming, art... buy it. It is no less than amazing.)... Id and Seirra
> have been doing 3d a lot longer, and have made engines that make my brain

> hurt. I'm starting on a lower level... a top down turn based strategy game-
> where the design is most important and cool effects are more candy then
> necessity.

Which is an excellent idea.

Aldin Larice


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