Noh Dih
- Account Type:
- member
- Location:
- ,
- Member since:
- February 2, 2008
- Last Login:
- December 12, 2017
- Last Update:
- November 17, 2008
- Bio:
Skills
- Primary Skill:
- Novice Gamer
- Secondary Skill:
- Novice Artist
- Tertiary Skill:
- Novice Programmer
- Summary:
- YAHSHUA YHWH GOD BLESS you, i am a student at DeVry in the GSP program. i currently earned 210 out 220 points on the TGE test but could not manage to make a simple level design or make use of the C++ or script code. i have an associate\'s in computer science (which is where i get the console programming) having touched on VB.NET, C++ (the language i know best but still have a lot to learn), C# (two courses at DeVry) along with a few other programming topics like Data Structures (but not a \'complete\' understanding of the advanced structures like A*, AI, Fuzzy programming, or even BSP). i am still learning 3ds Max 9 (student version), make use of the DAZ Studio products (all of the their modelers), Poser Pro, Zbrush 3, Vue xStream, Visual Studio .NET 2005, GreenBriar Studio, Adobe Master CS3, Blender and probably a few others; i am acquiring TGEA/TGE specific tools like DeledPro, Milkshape 1.8, Action3D Reducer (something to shrink Poser models and other .obj files), and probably going to get the Atlas terrain pack (L3DT) and other software to make the \'effort\' easier/smoother. Since attending DeVry, i have also looked into modding software which gives great ideas on what sorts of tool kits exist and what makes coding and level design easier but most of the software is new to me (i mostly looked at Valve Source). The tool kits for Unreal3 and other top of the line software is just too expensive but great to look at and if i ever get enough experience perhaps even add Unreal3 type tool kits to TGEA/TGE (something along the lines of the Plastic Tweaker; i too prefer GUI\\\'s for development).
i have never been employed in the field of programming or game production (so far just a dreamer).
i am currently reading up on .NET, Visual Studio 2005, and C#. i have heard that C++ code can be turned into .dll\'s that can then be used as Assemblies in C# .NET programming. i have also learned that there are great things that can be done in OpenGL and DirectX but have no idea beyond theory on how to use any of the SDK\'s that exist at various sites (all that theory amounts to \"buzz\" words but i know from the forum threads that some people have done some very incredible things with TGEA, i forget the guys name in the threads). i have also looked into NVIDIA packages at their developer site and the best i can figure/compute is that some things can be turned into assemblies and integrated into the development if i can figure out the specific logic involved in those packages (CUDA programming adds speed, OpenSceneGraph animation/rendering and most importantly and OpenGL library, Scythe plenty of Physics options with most major Physics engines included, etc.).
While i have not started formal development (other than studying the tools), i have begun to map out the objects (actions, items, ideas to formulate a plan in psuedo code for later coding). i am amazed at all the ideas that can be found but all seem to \"re-invent the wheel\" in one way or another but considering that i am also having trouble starting coding due the so many different choices, i can see how it would be difficult to not \"re-invent the wheel\" by not knowing what tools even exist (i just learned that TGEA uses a different terrain model with Atlas to \"chunk\" out a model, i think that is the correct term). i am hoping to \"work smart\" but that is not really easy when there are seemingly 1000\'s of coding projects(from game engines to actual games) with in a few game genres, lots of \"buzz\" about frame works, game engines, etc. that all have so many things in common with the most common thing being that most people are \"hacking\" them together (while normally i also \"hack\" things together, i know that \"hacking\" can only work for so long and is not really the right way to code).
i am also currently learning the workflow/pipeline. The frameworks like Unreal3 have easier pipelines if you have the money but even so, you still have to have other expensive tools like XSI or 3ds Max, etc. i have the tools i have all ready mentioned and will perhaps acquire a few more inexpensive tools (or learn to make a plug in for .dts for Carrara Pro/DAZ Studio/Hexagon/Bryce). i have also yet to learn to make a .map/.dif file (it is why i purchased DeledPro because i am not used to CSG modeling). From the game programming pipeline, i have learned that there are extreme differences compared to animation pipelines (which is where most of my tools come into play; i am also enrolled at AIOnline for Media Arts and Animation). If you go to Cornucopia3d.com for Vue models or even DAZ, you can find some gorgeous models (and Poser some pretty great animation software with possible physics simulations, bultin lip sync, and other advantages) and there are a lot of different places for models (but game models are different from animation models, the polygon counts are much lower for game models) but considering \\\'art assets\\\', an \"indie\" really does start buying model packs here and there (yet if people worked more like the open source developers, we probably could have modeled most of the world by now and tweaked characters to our hearts content by just giving each other models). There really is quite a bit to learn in the game making process. i highly recommend game programming as a start compared to the basic console programming curriculums of a regular associate degree.
What i am hoping now, is that i can get some technical answer type of \"pointers\" to what i know will be questions that are silly to you advanced programmers. My best programming \"techniques\" are \"hacking\" code together into \"knots\" (following the debugger along to where the code breaks then \"hard coding\" something in to hold the program together) but i am not going that route for game programming, hence my silly questions. While the questions i ask may seem simple to the advanced, i hope you bear in mind, that it took me a few days (around 3 for a direct answer but only a few hours to get the general answer) or so of searching technical documents to have someone say directly that .dll\'s are assemblies in .NET (more specifically that a 32 bit .dll could be used but there are caveats if you use 64 bit since 64 bit will not load 32 bit dll\\\'s); i would have liked that answer much more quickly (but i have read through your and msdn forums, and documentation from SDK\'s). i cannot really explain why i can get 210 out of 220 points on a DeVry test based on TGE and \"Game Programming All in One\" (recommended by GarageGames) and still not be able to script (but i know that at least a few other students admitted that they too failed to make levels or get through the labs) but i know that i hope to get answers from the forums and from the GarageGames staff. i am not afraid to work, search, etc. but i am hoping to sleep a bit more since i do not think it is right to sleep only 10 days out of 30 just to get home work assignments done or that you have to search through 500-1000 page books for an answer that should only take a few minutes to explain (but i do have to schools to attend and looking up technical data takes a long time). i will do my best to RTFM and ask intelligent questions but please realize that i am just beginning development in nearly every area of game/animation development so may sometimes be lacking in the ability to speak/post \"professional programmer language\" since i am still learning the terminology (and some of the terms are used in all sorts of other programming fields; think of a person speaking Tex/Mex and that would be me currently speaking English/Programmer). You professional programmers can really assist in making things easier (i know so many of you started so very long ago, before VS 6 even).
Perhaps i can trade some document formatting, minor tasks, etc. for the pointers. i can say that some tutorials really do require that a novice speaker in English more than \"professional programming language\" (someone to say .dll instead of always calling it an assembly in .NET) with easy academic formatting so that the other students can understand (i see that GarageGames forums do have a lot of people asking a lot of the same questions and i think that the reason i just cited is why; doxygen might do autodocumentation but it would seem that many of are lacking in the abilty to use the tool properly and with all the reading i have to do, i just have not gotten around to doxygen reading). If i had better resources, i might even video tape this experience so people could get an easier start (GarageGames is missing some of the SMD video labs); something along the lines of TheGnomonWorkshop or CG-Academy.net type DVD would be recommended. (Start with low poly modeling, proper texturing, detail normal mapping, terrain creation, particles and all the asset creation before you get to scripting since you have the \"things\" and make the \"art assets\" so you have something for a game level; or if you only like to script and code, skip to a second half.)
In short, i am another barely computer literate programming \"idiot\" that hopes to get beyond novice/hobbyist, hoping not to irritate the professionals and other GarageGames staff, who could use an the \"Oxford Collegiate Dictionary\" of programming in .NET/C#/Torque/DirectX/OpenGL/CUDA/etc. while also needing the same references in a \"dummies\" format (Paul Reseir\'s line in \"Mad About You\", \"Talk to me like i am four\" comes to mind at times). i hope things can go well with TGEA development so i can help and not just take without being able to give back for the help i get (which explains the sales of \\\'game packs\\\' and why so many people do not give back, people just are not able).
All right, enough about me and my lack of skills. i hope i am not assisting in the making of a tool that will later be sold for $1000+ to the \"indie\'s\" and become the $1,000,000 Unreal_xxx but instead something of an always low cost framework that out does Unreal for $100 (or less) for the \"indie\" and even come down in price for the commercial developer with all the GUI add-ons built in, exporters, mesh types (i am still not sure why Torque does not use .X since i thought .X has built in collision shapes), bells, whistles, etc. i hope i, you, we, can all get some serious work done (and not go \"broke\" getting there).
Dih
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